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,
Assimilate:
Gift 1 Inhuman Physiology : https://thecontractrpg.com/gift/18392/
Gift 2 Blast : https://thecontractrpg.com/gift/18393/
For those who don't want to use the links,
Inhuman:
Enhancements: distributed systems(no one part is needed for life),
toxic body(Take damage on being injected with/consuming body fluids)
Drawbacks: Disfigured*2 for: disfigured and limp,
maddening*2 for Compulsion to spread the blessing, and harm the unblessed,
Misshapen(can't be mistaken for a normal human and can't always human equipment.)
Description: the body is covered in open weeping cysts, the veins of the infected turn black and bulge out of the body, the infected's mind warps to turn the affliction they are under into a kind of blessing that they desire to spread as far and wide as possible, when they are eliminated (killed), they explode sending bodily fluid and bone shrapnel out in a wide area around them
Blast: has Radius 10ft, damage of outcome+2, and uses the infected's body instead of a normal roll, if it pierces armor add toxic body damage
Enhancements:
Detonation(damage spreads beyond initial radius),
Radiate (blast is centered on the caster),
Shredder (those hit have armor reduced by 2),
triggered (on death)
Drawbacks:
Disturbing (the body bulging and bursting),
fuel (one's own body),
Description: The body of the dead infected begins to bulge and inflate as pressure builds up within the body, after a few seconds the entire body bursts as the pressure reaches a point at which the weakened body can no longer contain it, causing toxic blood and bone shrapnel to go flying in every direction, centered on the body of the dead, after the explosion no parts of the infected's body is left behind.
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.
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 (unless you win a coin flip) 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.
I through dust on them and when activated it makes the target look visibly older for a second then affects appear
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the dust must cover them a good amount. You must use up items made from downtime in order to activate this Effect. Roll Intellect + Occult 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 priest's prayer.
You may cure any target you’ve afflicted at any range as a Quick Action.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
You may only use this Effect once per day.
Activating the artifact makes a stream of gas to emanate from the center of the flower, anyone who inhales said gas will start to have uncontrollable spasms of laughter, the victim´s face is usually pulled into an unusually large grin and prolonged exposure to the non-fatal forms can cause permanent brain damage
Spend an Action. Select a Living target within 25 feet. This Effect cannot be used unless Inhaling the gas. 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 is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Science at Difficulty 6, and can be cured by using an adrenaline shot.
This Gift's Cost is capped at 2 and cannot be increased further.
Take a Severity-1 Injury and spend at least two Actions performing the following ritual: must verbaly activate the curse in rhyme while burning the fuel to activate. Select a Living target within 20 feet. This Effect cannot be used unless only works on targets that have wronged the gypsy in some way.. You must use up a piece of the target. something containing DNA in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Occult 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 correcting the slight that was made, and publicly apologizing.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
Anyone getting too close to Gunnar will feel an overwhelming pressure overtake them, stemming from his intimidating physique coupled with Harun's soul's energy emanating from him. If they are alert enough they might even see his pupils resembling those of a reptile for a moment. Just taking an extended rest or Gunnar actively calming them down will help them recover and get rid of the fear clouding their mind and distracting them.
Spend an Action. Select a Living target within 25 feet. Roll Brawn + Occult 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:
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 your eyes change into dragon eyes for a moment. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.