Mr. Tummy zeroes in on your belly button and vomits up Mametchi. Mametchi runs at super speed towards you, crawls up your leg, and into your belly.
Your tummy starts hurting, and it just keeps getting worse. You keel over. Hours later, you are found in the fetal position on the ground, muttering about 'Tama-GoGo.' Psychiatric evaluation following reveals vast inconsistencies from your memory to reality and schizophrenic delusions regarding pirate cats.
These strange cases have been nicknamed "Venterpsychosis."
Spend an Action. Select a Living target within 30 feet. Roll Perception + Technology at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 minutes, 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 hours. 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.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
She sings one of the songs she uses during her 'goodnight asmr streams' while batting her little eyes at the target. They began to feel calmed down, peaceful, and then, sleepy.
These songs are hard and tiring to sing, so ofc she pre-records them for the streams.
Exert your Mind and spend an Action. Select a Living target within 30 feet. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind 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.
You may determine the dreams of any sleeping being within within 30 feet. By maintaining Concentration, you may enter their dreams and converse with them directly.
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.
The user begins impulsively scratching their hands as if they have a tick. Their nails start being filled with dust that materalises on their palms and once it's completely scratched off the dust is carried by "the wind" and brought to the target. Exposure to the dust slowly makes the target drowsy before they drop unconscious on the spot.
Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. Make a Trauma roll when you activate this Effect. Roll Intellect + Influence at Difficulty 6. Affected targets may resist by rolling Mind 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. After this, they fall asleep for Outcome x 3 minutes.
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.
This Effect is not obvious, and the only sign you are using an Effect is flecks of dust starting to materialize on your palms.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Enervation.
Possession of this Power grants the following Trauma at all times: Fear of Losing Consciousness, after you wake up from any period of unconsciousness, roll a self-control to avoid hunting down the source..
charging a dart with her unstable energy, Sara can paralyze most targets she fires the dart into. Unfortunately, others can also use said dart, if they get their hands on it
Use up this ________ and spend an Action to activate. Make a Dart attack at a Living target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Dart attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
If you succeed, your target becomes drowsy for the next 30 seconds, 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, 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.
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.
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.
Dr. Laz stretches out his hand at a target and releases a cloud of targeted nanites. When they make contact, they enter through any available opening and begin administering sedatives and blocking nerve signals based on Laz's medical understanding of the target, causing the target to feel drowsy and sluggish eventually falling to a paralyzed state. Alternatively, Laz can order a massive neural assault, which will incapacitate immediately if successful.
Laz's greater understanding and control afforded by his research and his MMI has allowed him to refine delivery to individual guided motes, rather than a crude dart. This allows him to focus everything on shutting down his foes before they can do harm to those around him, as well as freeing him from the mental strain of maintaining the lock. The cost of this lesser concentration is that without the overdosing attempt, targets are effectively dosed with melatonin rather than sedative.
Spend an Action. Select a Living target within 30 feet. Roll Intellect + Medicine at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 minutes, 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.
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 2.
Gereg crawls out from Lau's mouth, delivering a swift, poisoned bite.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the snake bites you, paralysing you for one minute and dealing a Severity-2 Injury. Roll Intellect + Occult at Difficulty 6. Affected targets may resist by rolling Mind 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 Contested Outcome x 3 hours. 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 a very bright light shines on them.
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.
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 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.