Nova raises Chimera Destroyer over their head as a wisp of crimson flame emits from their target and flows into it. While under the effects of this gift, Nova seems to gain a firey aura.
Exert your Mind and spend an Action. Choose Sora Tatsuya as a target, regardless of how far away they are. You must actively and obviously use Chimera Destroyer to activate this Effect. 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:
You and another target within range may spend one minute Concentrating to attune to one another. For the next 4 hours, you may use this Effect on them at any range.
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.
Consumed matter is used to improve or fuse an object with similar chemical makeup
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up consumed matter in order to activate this Effect. Can be used on Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next two hours.
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 channel the golden light of your core through your limb, pumping the other person full of tech, or moving mental energy between the two.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use a prosthetic limb to activate this Effect. 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.
"By signing this contract, Party A agrees to take on the injury sustained by Party B, as well as all battle scars that come with it. In the case of one party being unable to sign for any reason, they may designate a Representative to sign in their place. This Representative must be publicly recognized by the party they are representing
Party A Signature: _____
Party B Signature: _____"
Upon signing the contract, purple flames begin to line the signatures on the paper. Those same flames then engulf the person losing their injuries. As the flames dissipate, so do the injuries, instead appearing on the other party.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. This Effect cannot be used unless the targets have signed the contract, either through themselves or a known representative. You must actively and obviously use a contract by Phonny to activate this Effect. Your targets may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer between your two targets:
Jack reaches into an extradimensional space and takes what he needs from the target. A chill run's up the target's spine as they feel something touch them in the other dimension and grab ahold of them, clawing away whatever Jack is taking. Mental anguish increases. Limbs, and wounds get sucked into this space, then Jack puts it on his person.
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 Dex + Theivery 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 Jack 231 reaches into an extradimensional space and takes what he needs from the target, and applies it to himself. The target feels Jack reaching inside them and messing around.
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 fleshcrafter corners their victim and draws a vial of blood. They point at their victim and a downed ally and suddenly their victim is the one who was just shot.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. You must use up a vial of blood or tissue sample from target in order to activate this Effect. If a target does not consent to the transfer, you must roll Int+Medicine 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:
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.
Possession of this Power grants the following Trauma at all times: When stabilizing an injury on another person, roll mind and if you fail you become convinced you have the injury too (gaining 1 point of stress).
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.