Will of the departed The green, vital, energy of one person is ripped from one into the other, a terrifying appearance for an ability with mostly benevolent uses.

4
Requires Seasoned
The power to transfer Injuries, Mind, and Source between targets.
Used by Gideon Lockhart, Created by leonvanderblight.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see The soul of the transferee being sucked into the person he is casting this on as they are dragged out of the body by the damned souls in his orb. You must actively and obviously be using Focus: Orb of soul shards. Collected from patients as they die to provide fodder for the dead souls that facilitate this ability..)

Using the soul shards of people who have died, he uses the energy that once tethered them to the world to draw energy out of the target and into him. Using the orb of soul shards he can feed the souls to ensure that they do not drink too deeply from their target and thus that the target is not too traumatized. Though it can be used without it, he does not yet have the mastery to do so.


Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. You must actively and obviously use Focus: Orb of soul shards. Collected from patients as they die to provide fodder for the dead souls that facilitate this ability. to activate this Effect. If a target does not consent to the transfer, you must roll Intelligence + 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 one each of as many things as you like from the following to transfer between your two targets:

  • Up to 3 points of an Attribute. Lasts 2 hours. The giver suffers a penalty of up to -3 dice to all rolls using that Attribute, capped at their rating. The receiver gets the same dice as a bonus to all rolls using the Attribute.
  • Up to two points of Mind damage
  • A single Power. Lasts two hours. You cannot transfer this Power.
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again on the same target for the next day.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The soul of the transferee being sucked into the person he is casting this on as they are dragged out of the body by the damned souls in his orb.

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.

  • Transferred Attribute ratings do NOT affect Body or Mind scores but DO affect Body and Mind rolls if a relevant Attribute has been drained, as well as encumbrance, movement, and other mechanics related to the Attribute in question. Dice bonuses and penalties from multiple activations do not stack.
  • 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.

Community Power Gifts

Exert your Mind and spend 15 minutes to activate. Select a Device within 300 feet. Does not work on Alien technology. This Effect cannot be used unless the target is an explosive device. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

  • When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits as long as you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

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.

  • You do not physically enter a target's dreams; your body stays in place while you are Concentrating.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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.

You gain the following benefits as long as you are powered-up and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Body Slam: If you move and then make a successful attack against a target with a Brawn rating less than or equal to yours, if your target was closer than the full distance you could have moved, you may knock them back the excess movement distance and choose whether or not to follow them.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

Your Intellect rating is increased by 1. 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).

Possession of this Power grants the following Trauma at all times: Opportunist: You are always looking for opportunities to gain more status, power, fame, etc. Whenever there is the potential to receive a considerable amount of compensation or reward for your work, you must succeed a Self-Control roll in order to resist shamelessly pursuing the opportunity and Delusions of Grandeur: As one of the world's greatest minds and greatest artists, you believe yourself to be the very best, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.

You also gain the following effects:

  • Multithreaded: Instead of being unable to take Actions while maintaining Concentration, you may now take Actions at a -2 dice penalty. You may maintain Concentration from two different Effects, but you are unable to take Actions when doing so.
  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Prodigy: Whenever you witness someone get an Outcome of 6 or higher, or someone demonstrates an Ability with the intent of teaching you, you may Exert your Mind. If you do, rolls using that Ability use their rating instead of your own for the next day.
  • Sheer Willpower: You may Exert your Mind up to three times per Round, including multiple times for each roll.

  • Being Injured or interrupted in some way can still break your Concentration.
  • When you exert multiple times, if you have the Enhancement Push Through It, the lingering Outcome bonus is limited to +1.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • 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.

Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

Sapient targets can resist by rolling Mind at Difficulty 6.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • 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.

Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.

Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.

You learn all the following information about your target:

  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
  • You learn a full medical history, including past injuries and illnesses as well as the healing process involved.

The quality and specificity of information gained depends on your Outcome.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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.