Lewis utilizes his medical knowledge of the human brain to rewrite the brain chemistry using his newfound divinity. Enlisting the help of beings of the outer world to meddle with the human brain with curses that require purification from a holy source.
Exert your Mind and spend an Action. Select a Living 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 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 drinking a bottle of holy water. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see shadowy eyes and tendrils reaching out from a break in reality, infecting the mind of the target.
You also receive any Conditions which you inflict on others, and cannot make a resistance roll to avoid them.
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.
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.
Arcane Opium weakens the victim mentally and physically, causes hallucinations, and does damage overtime.
Exert your Mind and spend one minute. Select a Living target within 25 feet. You must use up Money in order to activate this Effect. Roll Intellect + Medicine 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 Perception + Medicine at Difficulty 6, and can be cured by Rehabilitation.
You may cure any target you’ve afflicted at any range as a Quick Action.
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. Exhaustion’s penalty and duration stacks with multiple activations.
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.
You gather all dark and nasty energy and use it to make others suffer and a dark blackish reddish smoke suffuse the skin or enters the mouth and other open parts
Exert your Mind and spend an Action to activate. Select a Living target within arm’s reach. You must actively and obviously use His left eye while it still works its no longer purple its ruby red with a furious glow to activate this Effect. Roll Dexterity + Brawl 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 is not treatable by modern medicine. It may be diagnosed by rolling Dexterity + Brawl at Difficulty 6, and can be cured by My blood and a dose of holy water.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Its like you drain the area of death so that you can attack.
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.
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.