Viewing Effect - Sleep
Put an inactive target to sleep

Create a Sleep Power

Description

You can cause a creature to grow drowsy for a period and then fall into a deep sleep. Once asleep, the creature can be awoken by particularly jarring events such as being slapped, splashed with water, or injured.

System

Choose an Animate target within [[range]], Exert your Mind, and roll [[activation-roll]]. The target may contest with [[resistance]]. If you are successful, the target grows drowsy for [[time-to-fall-asleep]] and then falls asleep for [[duration]]. Unconscious or incapacitated targets cannot contest.

While drowsy, the target's Penalty is increased by 3 for all Actions.

The target falls into a deep sleep, but they may still be awoken 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.

Eratta

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.

Enhancements

Group Therapy (You may target a number of individuals equal to your Charisma rating.)

Willful End (You may end this Power before its duration has elapsed. This occurs as a Free Action and must be done on your initiative.)
Why take this when Switch is available? It's because the goal is to create the most flavorful Powers, not the strongest ones. . . OR HAVE YOU FORGOTTEN? D:

AOE (Affects all potential targets in a 30 foot range of the primary target. This includes allies and the power user, if applicable.)

Conduit (This Power has unlimited range, but you require a token of your target to use it. You may use this Power once per token. Tokens must be of a particular type determined at Power creation, such as a track of the target, a body part of the target, etc.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Coma (If your target is already asleep, they are put into a deep coma that lasts indefinitely. However, there is an event that will wake them. This event must be achievable by any normal human, perhaps accidentally.)

Out Like a Light (Your target can only be awoken by taking Damage or nearing death for lack of air, water, or food.)

Sleepwalker (The target may still use their senses and take physical actions while asleep if compelled via Powers. They will be obviously sleepwalking for the duration.)

Dream Sculptor (You may determine what the target dreams about while they are asleep.)

Tiring (If the target is not successfully put to sleep, they still grow drowsy for the full duration.)

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Unless this Power is Concealed, the target is likely to believe they've been truly cursed. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Fan Dance (Must retain Concentration to keep up the effect. While active, you are unable to do much besides move slowly, and if you are Injured or otherwise disrupted, the effect ends.)
Biological Psychology (This power only works on Living targets)
Exhausting (After activating this Power, 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 penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Dream Conduit (The target’s dreams involve you. They reveal you to be the source of the sleep as well as some secret about yourself. The target is aware that the secret is true, even if the rest of the dream may be written off.)
The exact nature of the dream is up to the GM unless the Dream Sculptor Enhancement has been taken.
Sleep Paralysis (Instead of falling asleep, the target remains conscious but cannot take any Actions for the duration. Their senses and memory work as normal.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.

Parameter - Time to Fall Asleep

Default Level: 1

Seasoned Threshold: 8

Veteran Threshold: 3

  1. 30 Minutes
  2. 30 Seconds
  3. 3 Rounds
  4. 1 Round

Parameter - Duration

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. Outcome x 3 rounds
  2. Outcome x 3 minutes
  3. Outcome x 3 hours
  4. Outcome x 3 days
  5. Outcome x 3 weeks

Parameter - range

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's reach
  2. 30 feet
  3. 300 feet
  4. Line of sight

Example Powers