It happened so fast, a single prick - painless but firm was all it took before your body started going limp and mere seconds later you found your form clattering to the floor like a sack of meat, your muscles stiff, joints locked, drool slowly trickling down the side of your cheek as you struggle to move but it's no use, all the while you hear the sound of her heels drawing ever closer one pronounced, deliberate click at at a time.
"Sometimes it's necessary to take the target out of commission, and while killing comes naturally I... It's not always applicable to the job description, thus this little concoction comes into play, it does the job just fine for the time being but still need to work out a few kinks..."
Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. This Effect cannot be used unless Must have direct line of sight on the target. You must use up Needle coated in paralytic agent. in order to activate this Effect. Roll Dexterity + Athletics at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall into a state of sleep paralysis for Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Affected targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation.
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.
With a deep inhale and exhale he can feel the air around him and 'see' it, each breath blowing out of his nose and mouth like steam in the cold. The ebbs and flows of wind currents show him details of the area he is in.
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The Kamatachi shares its senses with him, allowing Ricter to see as he sees (when it feels like it), which is the ability to tell things around them by how the wind flows, curves, and bends around physical structures or people. All it takes is to be calm and relax his breathing, inhaling the air around him he will then exhale which acts like a pulse that envelopes those around him like a gentle breeze and maps it out.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Scurvy Sorcerer wields their mighty bag of oranges before throwing one really fuckin' hard!
You gain the following benefits as long as the target has not consumed a citrus within the last hour and you are engaged in combat with citrus.
+2 dice to all rolls utilizing citrus.
Possession of this Power grants the following Trauma at all times: C is the Key! - You have an intense and debilitating fear of scurvy. (Whenever you are without access to citrus for an extended period of time (several hours), or if your supply runs dangerously low (fewer than two pieces of fruit), you must make a Self-Control roll to avoid panicking and obsessing over finding more).
You also gain the following effects:
Nestled within Gustav's cranium resides a sinister demon known as Corruptus, the Mindcage. When this power is invoked, a horrifying transformation occurs. For a fleeting moment, Gustav's skull splits open, revealing his ensnared mind. Within, eerie, sinuous tentacles sway hypnotically, weaving an intricate and disturbing barrier.
This grotesque and ethereal barrier, composed of twisted soul flesh, latches onto the target with an otherworldly grip. The contact can result in agonizing burns within the victim's very soul. Once attached, the barrier retaliates with eternal, fleshy tentacles that lash out at the attacker
Spend an Action or Reaction. Select a Animate target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see tormented souls as cover.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Riku's brush with an alien parasite left him with an extraordinary gift: the ability to completely reshape his physical form. With about a minute of intense concentration, he can alter everything from his height and facial features to his apparent sex and even clothing. This makes him an unparalleled infiltrator, able to blend seamlessly into any environment. However, the power isn't without its drawbacks. Riku is vulnerable while transforming, requiring a safe space and a minute to change: the disguise, while convincing, isn't indestructible – damage can cause it to fail. Despite these limitations, Chameleon's Masquerade offers Riku unprecedented versatility in his missions, allowing him to impersonate specific individuals, blend into crowds, or access restricted areas. In Riku's hands, this power becomes more than just a tool – it's an art form, a perfect expression of his adaptability in a dangerous, ever-changing world.
Exert your Mind and spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Flesh is mechanicaly moved: bones snap, skin streches and tears, muscle and sinew crawl over the open frames to adjust to the new form (triggers Anguish).
The Dive dumps a galleon of water on himself; and by hydrating himself immensely--he is able to imbue a fish (or a person I guess) with the ability to speak fish (or human i guess) temporarily--but if, and should, he fuck up... he loses his own speech because he internally drowns.
Spend an Action. Select a human or Creature target within 50 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you lose the ability to speak english, or any langauge, for the next hour. (you can only make blubbing and bubble sounds). You must use up A galleon of water in order to activate this Effect.
The target can communicate in your language for the next hour.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.