Dr. Laz stretches out his hand at a target and a cloud of what seem to be dust motes fly out toward them. Those with microscopic vision can see these nanobots for what they are. 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 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 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Ophir’s technological instruments continue to expand their uses with every job done.
His ears prick up at just about every sound, and he’s feeling a whole lot jumpier than he used to be. He immediately creates a map in his head of the movements around him, naturally spotting just about anything he can hear.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The overlapping muscle groups are most apparent in his hands, the joints crudely deformed from the constant muscle tension. Even purposefully relaxing a specific muscle group can result in sudden impacts or swings of force from the taught opposite-pulling muscle groups. It's almost like his muscles are spring loaded. He pulls back and takes traditional swings often because he likes the style, but it's just as easy to fling a rock like a trigger shrimp, straight on. It's not talent. It's barely aim. It's E=mc2, and intense force.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
Possession of this Power grants the following Battle Scar: Swollen fingers, -3 dice to actions requiring fine finger dexterity. Some actions, like turning a key, picking up something small, or using a gun with a covered trigger are simply impossible or would take some time at best.
You also gain the following effects:
Elizabeth's paranoia deeps some, from what she's seen. She's always on the lookout, and her gut tells her a lot. Maybe too much.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
I have learnt enough to know how little I know.
Alice, while in the lab, realized she was the weakest link to finding a cure.
This is the final manifestation of the foolish augmentation she did to herself in that lab.
Days later, after the fighting ended, was when the headaches started. Trapped in bed, sweating, a fever dream. But mostly the fear. The fear her mind was going.
When it passed, Alice could feel the clarity of her thoughts. Whatever the scientists had done to her had been mere building blocks for this. Her mind was glorious.
And she remembered that her mind should have gone. Her mistake, in retrospect, was obvious. It a moment it jumped out at her. The transcription error should have killed her, or worse. But instead, she was still alive. She couldn't see why. Perhaps it was related to the abnormality in her genome and the sun. Or maybe a nudge from a greater power. In any case, she was sure that if she tried to reproduce the effect on someone else she'd turn their mind into tapioca.
But for now... her thoughts were instant, her memory perfect. She'd taken to writing a program to flash documents on her monitor as fast as it could, and with just that moment, she could know it, and index it while she slept.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Born of European family in fact they both are blondes yet there daughter Carry a double colour hair what that means is kind easy under if you see what she is capable of black is for the power if the void that understandable but what about the White half l feel there more to this than what l to see beast hiden for time to come
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
You are permanently and visibly transformed: ________half hair is White other is black. You are considered to be a Sapient, Non-Living Creature when targeted. Your Perception is increased by 1.
Your body is adapted to Alertness. You receive +3 dice on non-attack rolls related to Alertness.
Your Injuries no longer degrade with time.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.