This chip is good for a two-hour direct connection with the Somningenium. With it, the borrowed power of MOLL(ⲩ)'s dream engine is at your fingertips. Use it responsibly. Sublimation for longer than two hours per day is not medically recommended.
An intense cyan light flares from the chip's spot beneath the user's skin. 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:
Your wounds shimmer - for a moment, it seems as though they stitch themselves closed, but in reality, they are becoming unwounded - cuts do not close, they simply never were, and lost limbs are not regrown, they were simply never lost.
Elsewhere, in a tight cage in a dark cell, the Pig screams and pays the price of equilibrium.
Nosferatu's Refraction allows its user to form a bond with another via a bite - this bond is not a metaphysical bond, but a metanarrative one. The bond entangles the two beings through a shared entropic link - through it, the Master may rewrite events such that harm they suffered was instead suffered by the Bonded.
Exert your Mind and spend an Action. Choose The Pig as a target, regardless of how far away they are. 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.
The Vampire takes hold of a helpless victim's vitality from range, visible as a red string appearing taught in her hand leading back to her victim, and uses a sharp edge to cut it free it from them.
Blood and viscera whips across the air, compressing and forming into a small red crystal sphere in her hand which it crunches between its teeth to complete the transfer. Upon doing so, its wounds and scars vanish and its victim is left to bear them, most likely dying in the process.
Melody Waters was a beautiful young woman with brilliant white hair and warm hazel eyes. She was murdered in an alleyway, helpless to so much as scream, and from her death was made Lorelei.
Melody's fate was cut off unfairly by the vampire Vasquez's fangs in her neck. Her hopes and dreams meaning naught and her flesh only sustenance.
Exert your Mind and spend an Action. Select a Sapient target within 80 feet. This Effect cannot be used unless the target has blood in their body. You must actively and obviously use a bladed weapon to activate this Effect. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Your target may Resist to cancel the transfer.
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 you tear blood and viscera from the victim's form to be consumed.
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.
Light blue aura, bubble like around my thrown items.
When my
You gain the following benefits as long as you are engaged in combat with ninja throwing weapons.
+2 dice to all rolls utilizing ninja throwing weapons.
You also gain the following effects:
Flesh rips and tears, parting with bare handed ferocity as the limbs or flesh are pulled apart and messily slammed in place. The recipient is whole and unscarred once the blood is wiped away. (Mind damage is a psychological effect from horror of being torn apart, and the recovery is due to the brief euphoria of rapidly healing an injury.)
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 Brawn+Melee 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 the user rip flesh from one target and slam it into the wounds of another.
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 the ring is activated, the ruby inside the ring glows a dull red. A stream of red will flow from the user into the target and all injury's will vanish. They will then appear on the targets body or in there mind.
Exert your Mind and spend an Action. Select a Sapient target within 80 feet. You must use up A nugget of gold in order to activate this Effect. If a target does not consent to the transfer, you must roll body 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:
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.
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 an Action. 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.