When Jacob decides to use this power, he must be within arm’s reach of his target. If the target is unwilling, Jacob’s natural charisma comes into play as he attempts to sway them—using a blend of persuasive charm and subtle manipulation to lower their defenses. A successful use of his power results in an almost invisible exchange, like a whisper of energy transferring between him and his target.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Charisma + Influence at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
An intense cyan light flares from the microprocessor's spot beneath the user's skin (typically installed on the back of the neck or base of the spine). The user's irises, as well as random capillaries in any body parts augmented by their borrowed powers, emit the same light until the channeling is complete.
Exert your Mind and spend an Action. Choose MOLL(y) as a target, regardless of how far away they are. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you experience a catastrophic synchronization error - immediately gain all of MOLL(y)'s current traumas. If you would gain no traumas from this, roll to resist the following Trauma: 'Identity Sublimation - When using a secondary ability, roll Self-Control. On a failure, roll as though you had a score of 0 in the ability.'. 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:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
When activated, Xander's eyes roll whites & a vibration can be felt in the teeth of anyone nearby. Transmitting injuries or insanity through the principle of Contagion, where like calls to like. This biofeedback process can transmit traumas & even wounds through psychosomatic transmission - this process is a gross example of the more horrific aspect of volatile psychic powers, as the life force is visibly drained.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Cha + Influence at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see bio-electric lightning explodes from Xander's remaining eye & mouth, accompanied by swirling auras around both himself & the target, visibly withering the recipient.
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.
Gereg takes a bite, siphoning the energy from a target to strengthen his master.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you an Injury you have increases in Severity by 1d4 points. If a target does not consent to the transfer, you must roll Intellect + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the snake lash out and siphon the effects from the target, and imbue them into Lau, or the reverse.
When I grab my locket, the injuries of one person are transferred to another.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll dexterity + athletics at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer between your two targets:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Blisters on the hand where it was grabbed. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
The amulet glows and your arm transforms into a leach like tendril made of flesh that latches into a target and either drains or bestows physical or mental energy
Exert your Mind and spend an Action to activate. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll intellect + occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your arm turning into a fleshy tendril with a leach like mouth and latching onto the target.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. 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:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.