Eric begins to cough releasing a custom-made toxin into the air that he has created within his body, this then begins to eat away at the targets body and mind returning all to rot as it works its way through the body, the toxin can be stopped by partaking of the plague lord's blessing and consuming venom
The creation of the original toxin is what caught the attention of the lord of Plague, and eric opened his mind and body to the Lord and was born anew
Exert your Mind and spend an Action. Select a Animate target within 200 feet. Roll Intellect + Crafts 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 + Science at Difficulty 9, and can be cured by Consuming an anti venom. 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.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
This Effect is not obvious, and the only sign you are using an Effect is coughing. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
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.
Patrick O’Neal’s leprechaun blood has always whispered to him about the essence of others—the spark that makes them special. Now, his connection to the mystical world has sharpened into a sinister ability: the power to strip away that spark entirely.
When Patrick snaps his fingers, a shimmering golden thread, invisible to most, coils from his target to him. It pulses as he steals what makes them extraordinary, leaving them hollow and utterly ordinary. To the victim, the transformation begins as a growing sense of discomfort, their body feeling heavier, weaker, more mundane. Within hours, they realize their unique traits—their speed, their charm, their brilliance—are slipping away like water through their fingers.
This affliction isn’t merely a theft; it’s a contagion. Those who touch the afflicted find themselves slowly drained of their own spark, creating a ripple of mundanity that could decimate a community. The only way to undo it is through an act of desperation: ending another life to reclaim what was lost.
Patrick doesn’t just take their uniqueness—he feels it, reveling in the thrill of his theft. To him, their spark is a fleeting taste of something forbidden, fueling his own ambitions for greatness. He has learned that everyone, no matter how unique, is vulnerable to his reach. In his mind, he’s not just a thief; he’s a reclaimer, a force of balance in a world of overpowered fools.
This power reinforces Patrick’s cunning, greed, and the darker side of his leprechaun blood. It ties his thievery directly to his mystical heritage and makes him a truly terrifying opponent.
Only effects passive effects from physiology, and doesn’t reduce character abilities or stats to below what they would be as a mundane
1. Loss of Gifts: Any supernatural or extraordinary powers are suppressed, leaving the target without access to their abilities. This includes:
• innate talents from not being a normal human
• Enhanced physical traits from not being a normal human (e.g., super strength, speed, or durability).
• Innate resistances from not being a normal human(e.g., immunity to poisons, diseases, or environmental effects).
2. Stat Changes:
• Body: Drops to the average human range (typically 2).
• Dexterity and Brawn: Lowered to average human capacity.
• Intellect and Charisma: Supernatural mental or social capabilities fade, leaving the target as unremarkable as an average person.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Dexterity + Thievery 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 9, and can be cured by Find a Four Leaf Clover. 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.
This Effect is not obvious, and the only sign you are using an Effect is Patrick snaps his fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per day.
Maple snap's her fingers, the target beginning to sense something ominous.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Charisma + Influence 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 Maple snapping her fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Shoulder Sublaxugation, weak stomach, and Concussive trauma.
Possession of this Power grants the following Trauma at all times: Antisocial Personality Disorder (ASPD).
Fire is not the only thing that burns, and nothing burns more than poison inside of a basilisk. Myths say that if you speared one while sitting atop a horse, the toxins would run up the spear, killing not only the rider but also the horse he rides upon. Burning, crawling acid fits such a description.
This Effect activates whenever Taking a severity two or greater injury. It does not require an Action or Exertion. Select a Living target within arm’s reach. Roll Dexterity + 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 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.
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.).
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.