Terrible Jesus Simulator
Disease. Decay. Sickness. Mutation. The Word of Pestilence governs rampant epidemics, plagues, the fickle evolutionary nature of diseases, and unnatural mutations. Miracles of Pestilence including ravaging a region with a pandemic and creating monstrous aberrations that are grotesque and vile.
Heroes with the Word of Pestilence have an invincible defense against all diseases, and can also modify an active disease’s means of transmission or available vectors as an On Turn action. They may set their Constitution score to 16, or 18 if it’s already 16 or higher.
Harbinger of Plague (On Turn)
Commit Effort. Your touch or successful weapon attacks cause a sickness of your choice. Worthy foes get a Hardiness save to resist. The sickness can be restricted to them or allowed its natural contagion. The disease appears within 1d6 hours and is at full effect within a day. Lethal sicknesses will kill within 1d6 days without a magical cure.
Caress of the Sick (Constant)
You sense all plagues and diseases on the land within sight. You gain an impression of the persons or causes responsible for them if they are not otherwise concealed by magic. You recognize diseased or disease-inﬂicting creatures on sight and can determine what plague afflicts them or that they inﬂict on others. Finally, you can cure any disease with a touch.
Lord of the Flies (On Turn)
Commit Effort for the scene. You conjure a verminous swarm of mutated disease-ridden pests that you may command. For all intents and purposes, this acts as a Small Mob of Verminous Swarm on pg. 153. You may summon an additional Small Mob of Verminous Swarm for every three levels beyond first, for a maximum total of four swarms at level 10. Invoking this gift while another swarm is present causes the current swarm to disband and a new one to form. If the Harbinger of Plague gift is also possessed, the verminous swarm may be infected with disease, dealing an additional 1d6 damage per attack. Due to the already mutated nature of these swarms, they cannot be further augmented or changed via mutations and any attempts to do so are useless.
Failings of the Flesh (Action)
Choose a target in sight. Lesser foes suffer an ailment of the flesh that instantly manifests such as their eyes rotting away and bleeding blood or a limb withering away, while worthy foes can save versus Hardiness to resist and require the hero to Commit Effort for the scene to aﬀect them. The ailment is permanent in lesser foes, and ends after the scene for worthy foes. Examples of ailments of the flesh include eyes rotting away and bleeding blood, a limb becoming atrophied, or teeth decaying or falling out. Blinded enemies usually suﬀer a -4 to all melee hit rolls and have no meaningful chance to hit with ranged attacks, barring superhuman senses in other ways. A shriveled leg halves the movement speed of the target and if both legs become afflicted the target collapses and cannot move. A withered arm causes the target to drop whatever they were holding, not being able to use that arm to hold or wield anything.
Spontaneous Mutation (Action)
Commit Effort to the end of the day. You may mutate an amount of living lesser foes, within sight and up to a Small mob, to develop peculiar and abnormal features of your choice such as pustules that emit a viscous ooze, gills, or another pair of eyes. Generally these altered creatures become viewed as malformed and grotesque by others of their species. Beings given combat augmented mutations, gain an additional 1d6 damage with melee attacks, an AC of 6 if it’s better than their current AC, and a bonus Effort. However, the strain of these combat mutations take an immense toll on an individual’s body and they typically die within 1d4 days.
Cull the Weak (Action)
Commit Effort for the scene and choose a target within sight that is ridden by disease. Lesser foes drop dead and cannot be revived without your permission. Worthy foes require the Effort be committed to the end of the day and are allowed a Hardiness saving throw to resist.
Fetid Rot (On Turn)
Commit Effort. You emit the fumes of the dying and diseased. Every living foe that attacks you suffers your Fray die in free damage before each attack is resolved, even if they have more hit dice than you or make multiple attacks. Only disease-ridden creatures, mutated beings, and those immune to disease avoid this damage. Mobs suﬀer this damage straight.
Accursed Blight (Action)
Commit Effort to the end of the day. You create the perfect disease, capable of rapidly adapting and even changing its symptoms as the disease mutates. This gift uses the faction rules starting on pg. 134. After an amount of weeks equal to a faction’s power rating, it becomes fully plagued by this blight suffering a 4-point Problem as its members are beset by a virulent disease. Only one instance of this gift can be active at any time. If another instance is invoked, the first one disperses and the faction gradually returns to normal.
Plague Corpses (Smite, Instant)
Commit Effort for the scene. You cause every relatively intact and rotting corpse within sight to violently explode, spewing plague and bile to everyone within 10 ft. of a corpse. Multiple instances of damage from exploding corpses do not stack. Thus, someone within the vicinity of three triggered corpses, suffers only one instance of damage. A relatively intact and rotting corpse refers to any corpse that has most of its flesh still in place, meaning that this gift can be used to detonate zombies just as easily as inanimate corpses, but not skeletons due to their lack of flesh or vampires since their bodies are not rotting. Worthy undead foes receive a Spirit saving throw to resist implosion. Anyone hit takes damage equal to your level. If Harbinger of the Plague is also possessed, you may also apply a sickness of your choice to anyone who takes damage. Worthy foes get a Hardiness save to resist the disease of choice. The sickness can be restricted to them or allowed its natural contagion. The disease appears within 1d6 hours and is at full effect within a day. Lethal sicknesses will kill within 1d6 days without a magical cure.