Essence Hunt

1
The power to transfer Injuries, Mind, and Source between targets.
Used by Jack F-231, Created by foodoman.
(Anyone who witnesses you activate this Effect is very likely to 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. )

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 80 feet. This Effect cannot be used unless the target or myself has what needs to be transfered. Example: If the target and I are missing the same leg, I cannot take the target's other leg. It has to be the same leg. If the target already has a specific trauma, I cannot transfer that trauma.. 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:

  • 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.

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.

  • 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.

Community Energy Transfer Gifts

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:

  • 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.

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.

Take a Severity-1 Injury and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll brawn+brawl 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:

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

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see blood leak through every crevice of the Penitent's armour, moving through the floor towards the target's injury, and taking it back to the Penitent or a different target.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • 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.

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.

Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. 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:

  • 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.

Philly's singing/rapping permeates the bodies and minds of everyone around him in a sort of ocean of music. If he focuses enough, Philly can even manipulate this ocean to his benefit.

Exert your Mind and spend an Action. Select a Sapient target within 80 feet. This Effect cannot be used unless Full Combo is active. You must actively and obviously use Microphone/Headset to activate this Effect. If a target does not consent to the transfer, you must roll Charisma Performance 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:

  • Up to two points of Mind damage
  • Three points of Source
This Effect cannot be used again on the same target 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.

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.