Crossing the Barrier you better Lock in

1
The power to put a target to sleep.
Used by Eric, Created by EYECLONE.
(When activating this Effect, it is obvious you are interacting with the target. )

Eric has gained the ability to manipulate the toxins that he has placed inside of another being's body. Utilizing this great new capability he sends the toxin that is actively eating away at the target into the main control center, disabling them and stopping it from sending signals out to the rest of the body. He seems to point at the target and says a few words, after that the target begins to suffer from Locked in syndrome as the toxin takes over the central system that is controlling the being

Toxins include poisons, venoms, nerve agents, tranquilizers, and other dangerous substances that are spread via the circulatory system,
Targets currently ticking the injure as well as under the afflict also make valid targets for this conditional


Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless the target is currently suffering from a Toxin. Roll Intellect + Crafts at Difficulty 6. Affected targets may resist by rolling Body 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 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.

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.

  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Power Gifts

Exert your Mind and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action. This Effect cannot be used unless Final Form is active and Alternate Form is active. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Melee at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 2. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of you. The damage decays by 2 each Round.

Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.

If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Edgar's skin split like a rotten fruit, erupting with lashing tendrils, flaming ichor, & the screaming faces of the dead.

  • Any visual cues from the initial blast which indicate imminent danger will remain in place during the following three waves of new blasts.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Story behind the ability

Jason was on his way back from the clinic late at night when he witness a mugging in process he paniced and even tho he managed to intimidate the assailant with stating that he has called the cops and he will be apprehended the victim of the mugging was severely wounded.

When he kneeled to try to provide first aid to the guy , he saw that he had more than 6 stabs and would be dificault for him to survive until the ambulence came in time.

Being the kind person that he is he apologised for not being able to help even tho he was a doctor and as he was curcing himself and praying to god to help this man survive , while clutching his Caduceus necklace he felt a mysterious warm light engulfing him.

His mind somehow understood that this feeling he had felt could help the guy bleeding out on the floor next to him and as he touched the fainted guy the moment he checked again his injury and touched him he felt an intense pain on his own body instead his hand rupture with the same injury but the infury on the man disapeared.

With out second though and driven by addrenaline he tried to use this power to take just enough injurys to save the mans life and in the end he himself collapsed.

The ambulenced took them both in the hospital and the mans life was saved.

This event happened roughtly 1 week before his leave of absent where he was dismissed for 3 months to recover his health and to recover due to overwork.

Exert your Mind and spend an Action to activate. Select a Sapient target within arm's reach. You must actively and obviously use Doctors symbol made of gold(Caduceus) to activate this Effect. Your target may Resist to cancel the transfer.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • A single Injury and any Battle Scars it caused
Both yourself and the target can take no other Actions until the transfer is complete, or it will fail. Cannot be used again on the same target for the next day.

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.

  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

Possession of this Power grants the following Trauma at all times: No more hurting - if anyone tries to use me for a purpose which I do not consent or agree to, roll self control to resist.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

You gain the following benefits at all times.

You are permanently and visibly transformed: ghastly appearance. You are considered to be a Sapient, Non-Living being when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

The Severity of any Injury caused by Holy magics is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

This Effect cannot be used unless you are making a deal to exchange money for protection.

You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are engaged in combat with playing cards.

+2 dice to all rolls utilizing playing cards.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.