You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes.
Critical Success The target is unaffected.
Success For 1 round, the target must roll twice and use the worse result whenever attempting an Acrobatics, Stealth, or Thievery check. If the target rolls a failure at an Acrobatics, Stealth, or Thievery check, it gets a critical failure instead.
Failure As success, but the effect is 1 hour.
Critical Failure As success, except the effect is permanent.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.