The caster focuses all of their hate and anger for the target, breathes deep, and speaks calmly, seeming to let the negative feelings pass. Soon however the victim begins feeling unwell, and rapidly begins deteriorating until they finally collapse.
Spend one minute. Select a Living target within 25 feet. 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 spend an hour inside a ring of salt.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Power Hungry: You crave infinite mystical power and are prone to stealing anything that may bring you closer to this ultimate goal. (Roll self-control whenever a source of magical power is left unattended or otherwise able to be taken to not take it.).
That look you gave them just doesn’t sit with them right.
(Summarization: -2 to everything, Any time an enemy tries to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 5, and if they fail, the Effect or ability fails.)
Spend an Action. Select a Animate target within 200 feet. This Effect cannot be used unless target was marked by “Gaze”, target must be in range, target is a Animate being, and :. Roll Dexterity + Alertness 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 + Survival at Difficulty 9, and can be cured by killing the wielder of this gift. 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.
You may cure any target you’ve afflicted at any range as a Quick Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an intense gaze filled with contempt.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Ouch.
Possession of this Power grants the following Trauma at all times: Horrible and Inconceivable Madness.
Something's wrong. Your palms are sweaty, knees weak, arms are heavy. There might be vomit on your sweater already, mom's spaghetti. You're nervous, but on the surface, you look calm and ready.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Charisma + Performance 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 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.
This Effect is not obvious, and the only sign you are using an Effect is ZedMan mouths the rap lyrics. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The user yanks on the top and tiny particulates of various diseases stream out toward the target. Thousands of different plagues and illnesses permeate the body and cause the target to wither and runes made of sores form across their chest. The gown makes the shoulder of the wearer weak and prone to dislocation. The diseases will be cleared by a simple red delicious apple, decreeable by reading the runes.
Exert your Mind and spend an Action. Select a Living target within 25 feet. This Effect cannot be used unless the target has hurt anyone. 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 eating a ‘red delicious’ apple.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: shoulder subluxation. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Your nano bots can now make deadly poison and disease that seem to come from your blood almost
Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. You must use up A blood vial in order to activate this Effect. Roll Brawn + Brawl 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 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 Pure Church Holy Water and christian blood.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see You seem to use your own blood as the source.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Possession of this Power grants the following Trauma at all times: the craving for blood is unmatched by anything you’ve ever felt when ever you see blood make a d10 to resist wanting to drink it anything below a five in you fail.
"The target is infected with Melting Love and must be convinced that they are, the thought of their death by infection hangs over their head."
Spend one minute. Select a Animate target within 25 feet. This Effect cannot be used unless Target Is Not Taunted and Convince the Target. You must actively and obviously use a weapon to activate this Effect. 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 any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Influence at Difficulty 6, and can be cured by thorough sanitation.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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 25 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.