Legacy Power: Pop an Ambien

Ambien go zzzzz

A 1 Gift Sleep Power used by Fletcher "Doc" Wilks, created by Dragonlizard.

Description

Fletcher has started learning that maybe bullets are not the answer to everything. His most recent power developed after using the tranquilizer gun on all of the dinosaurs. It proved itself to be useful. Fletcher has learned how to control this power for the most part. He focuses on the target and puts an ambien in his mouth, and as he swallows it the effect is transferred to the target and they become drowsy. They become drowsy for a few seconds and if they can steel themselves then they will fall into a state of semi conciousness. Where their body will not respond to anything they try and do.

System

Choose an Animate target within 30 feet, Exert your Mind, and roll Intellect + Medicine Difficulty 7 as a Committed Action. The target may contest with Body, Difficulty 6 as a Free Action. If you are successful, the target grows drowsy for 3 Rounds and then falls asleep for Outcome x 3 minutes. Unconscious or incapacitated targets cannot contest.

While drowsy, the target's Penalty is increased by 3 for all Actions.

The target falls into a deep sleep, but they may still be awoken by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.


Enhancements

  • Tiring (When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty)
  • Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
    • Tell - Swallowing the Ambien

Drawbacks

  • Exhausting (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.)
  • Biological Psychology (This power only works on Sapient, Living targets)
  • Fuel (Using this Effect consumes some material good in addition to its other costs.)
    • Fuel Unit - Ambien

Parameters

range: 1 ( 30 feet ) Duration: 1 ( Outcome x 3 minutes ) Time to Fall Asleep: 2 ( 3 Rounds )

Edit History

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March 2, 2022, 8:10 p.m. - Revision Cost: 1. Added Drawback: Sleep Paralysis, Removed Drawback: Exhausting

- March 2, 2022, 8:09 p.m. - Revision Cost: 1. Added Drawback: Exhausting, Removed Drawback: Sleep Paralysis

Feb. 28, 2022, 12:15 p.m. - Adjustment Cost: 1. Text field change

Feb. 28, 2022, 12:15 p.m. - Adjustment Cost: 1. Text field change

Feb. 28, 2022, 9:52 a.m. - Revision Cost: 1. Added Drawback: Fuel, Removed Drawback: Focus

Feb. 28, 2022, 9:49 a.m. - Adjustment Cost: 1. Text field change

Feb. 28, 2022, 3:40 a.m. - New Cost: 1. Initial power creation

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