transfer

1
The power to transfer Injuries, Mind, and Source between targets.
Used by larry, Created by bren10.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious you are interacting with the target. )

give injery


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:

  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

  • 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

You gain the following benefits at all times.

You are permanently and visibly transformed: the soul of an Eldritch Being, trapped in a cat. You are considered to be a Sapient, Non-Living being when targeted..

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

Your appendages can reach an additional 30 feet.

You may make a +2 Weapon Damage Tooth and Claws attack without additional equipment.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

The Severity of any Injury caused by Eldrich Weaponry is increased by 2.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • 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.

Never shall you take from creation's beauty more than you give;
you will walk her fertile lands with famine your faithful companion.

You gain the following benefits as long as 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). The target's Armor is reduced to 1/2, rounded up against this Damage.

Possession of this Power grants the following Trauma at all times: Baby mimic, Baby eater - roll self control to not eat the baby.

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

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

You may Exert your Mind to adapt to your current environment for one hour. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.

You gain the following benefits as long as engaged in combat with handgun.

+2 dice to all handgun rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Double Tap: โ€œIf you are wielding more than one firearm, you may make a single Attack roll to attack that many targets, splitting the Outcome evenly between them. You choose which target is hit by each weapon and how to allocate any remaining Outcome.

Spend one minute. Select a human, Creature, or Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession. You must use up a gallon of water in order to activate this Effect.

The target can communicate in your language for the next hour.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human 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.

Stock Power Gifts

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival (6 dice) at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • 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 Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.

You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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 at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 7 when performing a task for which they were designed, and a dice pool of 4 for taking any other actions.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated. If destroyed, the effect ends.
  • Following Orders: Animated objects are controlled by the GM, and will follow any commands you give them, as long as they don't require problem-solving.

  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • If an indestructible object is animated, the animation ends in any event where the base object would have been destroyed.
  • 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 at all times.

Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing rollโ€™s Outcome x10 feet.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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