A manifestation of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette.
The bullet becomes so changed that it will no longer be capable of dealing damage, but instead becomes a tranq round that paralyzes targets by temporarily stealing all energy from the target's physical form and rendering them unable to move.
After being hit, the target will hallucinate a brief flash of one of the user's regrets, shames, or most disappointing moments during the few moments of paralysis.
Exert your Mind and spend an Action. Select a Living or Animate target within 300 feet. Roll Perception + Firearms 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 -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up 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. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an echo of the user's past- or at least how it is presented to anyone nearby. The user may be able to control how this power interacts with their target, but the runoff that results from firing this weapon always has a random negative effect on those unseasoned in the supernatural world. Anyone that witnesses this power activation will very briefly gain a context-less supposition of the user based on the user's regrets and shames. For example, if the user once had to kill a child for whatever reason, normal passersby will gain an impression of that knowledge (typically a biased one against the user) and will tend to react negatively; usually with fear, outrage, or disappointment.
You may only use this Effect once per day.
Mr. Tummy Transforms into a giant cat.
Or a cat-human.
Take a Severity-1 Injury and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Transform or detransform into the worst form for the situation.
You transform into Huma-Tummy or Big Tummy until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), but you can use your Powers. The equipment you are wearing does not transform with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Sable cradles the Chamomile plushie in her arms, gently rocking back and forth as a soft, gentle lullaby echoes around all who are near. A motherly voice begins to sing, seemingly coming from nowhere, and the beautiful melody lures them into slumber. Those unaffected can sometimes see a beautiful ghostly woman standing behind Sable, hands resting on her shoulders as she sings and gazes down at the child.
Expend a point of Battery and spend an Action. Select a Living target within 30 feet. Roll Perception + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up 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. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
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.
You may end this Effect prematurely as a Free Action.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A modified MK 22 pistol. The navy's mainstay sidearm comes equipped with a contoured grip, iron sights, and a rugged design intended to survive all manner of environmental conditions. The special suppressor on the end makes this modified pistol whisper quiet at the cost of stopping power, and penetration. The modified hush puppy delivers a designer cocktail of tranquilizers to induce rapid unconsciousness.
Spend an Action. Select a Living target within 30 feet. Roll Dexterity + Firearms 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 -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up 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. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Mercenary's Code: Roll self control to ever leave a ally behind.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Henri lifts his eyepatch to show his new eye! This eye is very hypnotic and therapeutic. This eye gives off beautiful colors that will bend you and your mind to be very sleepy. Next thing you know, you're on dream street!
Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless there is an enemy present. Roll Dexterity + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up 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. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
Both Nova and Destroyer wind up an attack before launching it at the target. The target begins to feel a heavy weight on them before they are locked in place by an unseen force. If the coma effect is triggered, the ground beneath the target cracks as the weight increases tenfold.
Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless Destroyer is summoned and and you are under the effect of an energy transfer gift. 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 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping 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. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if someone knocks them out of the affected area (10ft).
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. Affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping 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. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.