The plague victim does extreme DOT at touch range. The T of the DOT is extremely long, compared to most other spells. The D is very big (always completely fatal).
The plague victim has only four attacks: cough, sneeze, ooze, and vomit. However, the plague victim has a very large number of passive perks, many of which only activate upon death as retributive penalties upon the character’s killer (and anyone who gets near the corpse).
Plague victims acquire no XP and can’t level up. They are generally only good for one-off tabletop sessions or short, depressing Neverwinter Nights modules. They are great for that player who is absent, distracted during the session, or confused about the rules.
The childhood bully does damage in the past. If the bully encounters a character with whom they wish to initiate conflict, they make a check to see if, at any point in the past, they ever bullied that character. Upon a success, the bully and the bully’s target then roleplay a flashback scene in which the bully shames and torments the victim.
Upon returning to the present day, the victim now acquires emotional hangups and fears in the form of severe debuffs. These affect the victim whenever they interact with the bully, unless dispelled with a successful (incredibly difficult) will check.
The childhood bully is incapable of doing damage in the present and, if resisted, will always lose. However, none of the players are aware of this, and the GM lies about the bully’s stats and makes the bully look as fierce and deadly as possible.
The God can be aligned either as Wrathful, Benevolent, or Trickster. If Wrathful, God wins if the other PCs lose. If Benevolent, God wins if the other PCs win. If Trickster, God wins if the other players are all alive but very angry by the end of the session.
The GM designates certain NPCs as “religious” and allows God to roleplay them in whatever scenes they appear. God can make these NPCs say or do whatever. If the other players believe that God is behaving unreasonably or unrealistically, driving their NPCs to increasingly erratic or bizarre behavior, they can complain to the GM, who will unfortunately be unable to stop God.
God has no specific skills or abilities, gains no XP, and can’t level up. However, if God consistently achieves God’s goals, the GM will reward God by providing larger numbers of more-powerful followers to command in subsequent game sessions.