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 7 dice Difficulty 6, penalty does not apply. Choose one of the following symptoms:
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 9, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
While cooking, Pen uses her nails to pierce the base of her palm and allows a drop of her blood to join with whatever she's making, focusing her mind on people that have hurt her in the past and using that physical pain, as well as a simple incantation, to fuel her intent.
A simple ritual that Pen learned which causes angry spirits of the target's ancestors to immediately begin to haunt and affect the target. Her blood ties her to all of her ancestors by her DNA, and upon consumption by a target mingles with theirs to cause anyone in their family tree that might be angry with them to make that anger known. Most of the time, this is a spurned relative who died relatively recently - however the curse goes as far back as it needs to find an angry spirit. If you go far back enough, everyone has a connection to someone that died bitter and alone.
Increase your sacrificial Injury's Severity by 1 and spend 30 seconds to turn food into a trap. This trap lasts one day or until triggered or disarmed. This Effect cannot be used unless Pen prepared the food herself. Roll Charisma + Occult at Difficulty 6. Choose any number of the following symptoms:
The trap looks like food. Only those who have seen this trap before can identify it as a trap. 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 food will trigger it. Your target may resist by rolling Body at Difficulty 8.
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 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 bloodletting into a ritual circle while a priest performs an exorcism.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may only use this Effect once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The doctor infects an enemy with a rapid onset of his own affliction to gain insights into a cure and what might wait him if he does not succeed in ridding himself of it.
Likely Battlescars from Wasting Away would be disfigured for minor and enervated for major, but tongueless, chronic pain, soft spot, limp, and vertigo would make sense too.
Exert your Mind and spend an Action. Select a Animate target within 25 feet. 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:
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 in four thieves vinegar.
When he touches someone the tattoo will crawl down his arm quickly and infect them with the infection
He was doing gardening in a forest on the way home after and he he cut down and was gardening and accidentally touched a flower that he recognized, and it was poisonous purple, and started to get injured to sink and a tattoo appeared on his wrists and his body
Exert your Mind and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless he hast to have physical contact with the person he is infecting. Roll Brawn + Melee 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:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by absorption or separation.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
chibby prepares his "special" medicine for his patient using calming drugs and other things he have in his medical aid kit and a special sauce that comes out of his cat tag, after some time he finishes with a potion that can be thrown at any target not too far away from him which will cause his victim to suffer in multiple ways.
(if this name tag is given to anyone else he will gain the chibby knowledge and be able to follow his steps)
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:
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.
Evan puts his mask on and throws two vials of green liquid onto the ground creating a chemical reaction and a cloud of gas released via a chemical reaction.
Use up this vial and spend an Action to activate. Select a Living target within 20 feet. Roll 7 dice Difficulty 6, penalty does not apply. 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:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
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:
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.