Essence Translocation

3
The power to transfer Injuries, Mind, and Source between targets.
Used by Samuel Allistair, Created by August.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious you are interacting with the target. )

A scar on Samuel's hand opens up, revealing a dark and malicious eye that drips a drop of black ichor, which then congeals and attempts to pierce the target, and when done, the transfer begins. If successful, a dark essence is transferred between the target and Samuel, transferring whichever quality is available to transfer. If used on a consenting target, strangely, the ichor worsens the wound transferred.

If the hand is covered by a glove or something similar, a glowing insignia in the same shape as the eye superimposes itself over the glove, very brightly, and very obviously.


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+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 from your target to yourself, or from yourself to them:

  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

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.

  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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 Energy Transfer Gifts

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:

  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next day.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you draining the life from the targets throat, fangs deep in their neck as you drink the blood from their neck with wanton lust for vitae.

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 narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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 3. 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: Weak Stomach.

Possession of this Power grants the following Trauma at all times: Musophobia.

You also gain the following effects:

  • Absorb: As you are receiving an Injury, you may Exert your Mind to reduce its incoming Severity by your rating in Extra Brawn. Applies after Indomitable.
  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.
  • Gains Before Brains: You may spend an Action and recover any amount of Mind Damage. Take an Injury equal to the amount of Mind Damage recovered that cannot be reduced by any means or healed within one day.
  • Indomitable: You cannot suffer an Injury with Severity greater than 6.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.

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

Expend a point of Battery and spend an Action. Select two Sapient targets within arm's reach. You must use up Silverware Fork and Knife in order to activate this Effect. If a target does not consent to the transfer, you must roll Brawn + 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:

  • A single Battle Scar without the accompanying Injury which caused it
  • 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 Literal cannibalisms.

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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 Sapient target within arm's reach. This Effect cannot be used unless One Target is incapacitated by injuries, and killed by the use of this power. You must actively and obviously use Scythe firearm to activate this Effect. 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:

  • A single Battle Scar without the accompanying Injury which caused it
  • A single Trauma
  • Up to two points of Mind damage
  • 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 Spectral hands reach up from the ground taking the offered target tearing at them, and killing 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 narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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.

On camellias:
A lot of flowers have one-worded meanings, but the camellia is among those that surround deeper feelings that can't ever be expressed with one word. "My heart bleeds for you." You could argue that this is just empathy, but I've always known it was more than that. I'd bleed for you. I'd sacrifice everything for you. The red means I love you.

On exchange:
People have only ever taken from me. That's fine, I'll keep on giving. Sharing is caring. Let me share my experiences with you. Baring one's heart to another is how people bond, right? That's the only way you'll grow and bloom. You'll be such a beautiful little flower. Then you'll understand me. Finally someone will understand. And at last, you can carry my burdens.

Exert your Mind and spend an Action. Select a Sapient target within 80 feet. You must actively and obviously use any palm-sized wooden object containing the Mark of the Ichor Order to activate this Effect. If a target does not consent to the transfer, you must roll Dexterity+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 from your target to yourself, or from yourself to them:

  • A single Battle Scar without the accompanying Injury which caused it
  • A single Trauma
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 invasive camellias blooming from underneath the target's skin before breaking out through pores or the nose, mouth, and ears to eat at them (anguish or atrocities).

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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 Energy Transfer Gifts

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 Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

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.

  • 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.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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.