
TRANSFER
Effect: Trait
Action: Standard
Range: Touch
Duration: Instant
Cost: 2-10 points per rank
Saving Throw: Fortitude
Optional: Fatigue
You can take character points from one of a target’s traits and add them to
one of your own.
You must touch the target (succeeding at a melee attack roll) and
the target makes a Fortitude save. If the save fails, each rank of Transfer
removes one power point from the affected trait and transfers it to yours.
The trait lowered does not have to be the same as the one increased (so
you could, for example, transfer an opponent’s Strength to your Blast
power). The traits you can transfer from and to must be chosen when
you take this power and cannot change. You do not need to have points
already in the acquired trait; in other words it can be a trait or effect you
gain only after transferring points into it. You lose transferred points, and
the target regains them, at a rate of one per round. The Slow Fade power
feat reduces this rate (see page 110).
You can only transfer character points up to your power rank. Once you
have done so, you cannot transfer any more from a subject until some of
the transferred character points fade.
To determine your Transfer’s cost, take the cost of a Drain power (see
page 82) with the appropriate effect and add it to the cost of a Boost
power (see page 77) with the appropriate effect. So if you lower one target
trait and raise one of yours, for example, Transfer costs 2 character points
per rank.
FLAWS
• Tainted (–1): You acquire the subject’s drawbacks (see Drawbacks,
page 124) as long as you retain transferred points from the subject.
UNDER THE HOOD: TRANSFER
Like Boost and Drain (which it essentially combines), Transfer can be
a powerful effect. Gamemasters may wish to limit player characters to
lower levels of Transfer, as well as limiting levels of the Slow Fade power
feat. One means of simulating the effects of Transfer while making it a
little less fearsome is to use the Mimic power instead (see page 92).
Increase its cost by 1 point per rank, and have the target suffer from
a Linked Fatigue effect (see Linked, page 112), to represent the loss
of “vital energy.” So the target retains his normal traits, but might be
somewhat tired out by the “energy transfer,” making for a more even
struggle.
