Ghoul Fever In the boneyard, a grave stands open, the sounds of a grim feast can be heard from within.

1
Requires Seasoned
A trap that will afflict a target with a debilitating illness, poison, or malady of some kind when triggered.
Used by Edgar Stokes, Created by Strazhari.
(The trap looks like a sticky fluid coating a surface and can only be discovered as a trap by those with preexisting knowledge of such traps. )

Edgar stores this vile fluid in his throat, which is naturally produced by his body. Those exposed risk degenerative madness, typically involving hallucinations of the dead (see ghosts, dead people call them on the phone) or experience parasitism (maggots or other insects crawling under their skin). The only cure is to eat at least a pound of cadaver flesh, a corpse at least 24 hours old. If confronted with such a corpse they are likely to have an episode, believing it smells (& tastes) like the most delicious food they've ever imagined...at least, until they finish eating it.


Use up this transparent ichor and spend an Action to turn a sticky fluid coating a surface into a trap. This trap lasts until triggered or disarmed. This Effect cannot be used unless skin contact is made. Roll Brawn + Occult at Difficulty 6. Choose one of the following symptoms:

  • Psychotic Episodes: The target’s neural pathways begin to decay. At any time, the GM may call for a Mind roll from the target, with the Difficulty equal to 5 + 1 for each day they have been sick (rounded up). Failure causes them to undergo a break from reality. A botch will also grant a new Trauma.

The trap looks like a sticky fluid coating a surface and can only be discovered as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Living target within within arm’s reach that uses the trap as a sticky fluid coating a surface will trigger it. Your target may resist by rolling Body at Difficulty 7.

When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes into direct contact an afflicted individual of the same species must roll Body, Difficulty 8. If they fail, they become afflicted. Otherwise, they are immune to the spread.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old.

  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:

Community Afflict Gifts

Exert your Mind and spend a Free Action. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your Fleshy Membrane. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.

You are subject to the following effects while gliding or flying:

  • Ethereal Wings: Your Fleshy Membrane can no longer be damaged, destroyed, or receive Battle Scars.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

Possession of this Power grants the following Battle Scar: Disfigured - Bloodied Skin.

Possession of this Power grants the following Trauma at all times: Anti-Social.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Spend an Action. Select a Living target within 25 feet. Roll Charisma + Thievery at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every day until it reaches your Outcome.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by going a distance of a mile from Fortuna.

This Effect is not obvious, and the only sign you are using an Effect is Flashing Eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift's Cost is capped at 2 and cannot be increased further.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

After obtaining a blood sample from a genetically-engineered werewolf, Xaver researched it's properties, and found that it contained independent compounds which could self-replicate any organic solution it is present in if stimulated correctly, and cause rapid cancerous mutations in most living tissues. Xaver is currently using this to expedite his research, creating cancer biopsy samples from various healthy tissue samples. While the mutagen takes time to self-replicate, it does create enough to be used once per day.

Exert your Mind and spend an Action to activate. Select a Animate target within arm’s reach. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by cutting out the growths.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target mutating to display visible cancerous growths.

You may only use this Effect once per day.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Living target within 25 feet. You must use up calming drugs in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every hour until it reaches your Outcome.
  • Psychotic Episodes: The target must make a Trauma roll each hour at a -1 dice penalty, increasing each hour until it reaches your Outcome.
  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by sleep.

Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.

You may cure any target you’ve afflicted at any range as a Quick Action.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: wheezing. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by Target must put leeches on their wounds.

This Effect is not obvious, and the only sign you are using an Effect is when George stifles a cough. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Afflict Gifts

Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.

This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.