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===Power-Sets=== ====<u>PSYCHIC PARASITE</u>==== Mind Control d12, Intangibility d10, Telepathy d10, Superhuman Senses d10, Psychic Resistance d10, Psychic Blast d8 *''SFX: Area Attack'' - Add a d6 and keep an additional effect die for each target beyond the first. *''SFX: Psychic Overload'' - Step up or Double any PSYCHIC PARASITE or THE MENDER'S BODY powers, or spend 1 PP to do both. Shutdown that power after the action. Activate an opportunity or spend a Transition Scene to recover. *''SFX: Feed'' - Add a d6 and step up the Effect Die when using PSYCHIC PARASITE to create a "Stolen Life Force" Complication. When dealing Mental Stress to a character with a "Stolen Life Force" Complication, keep an additional Effect Die which can only be used to increase the "Stolen Life Force" Complication. *''Limit: The Need to Feed'' - Every day you do not deliver "Stolen Life Force" Complication to a sentient thinking creature with some psychic potential, step down all of your PSYCHIC PARASITE powers by one step. *''Limit: Out of Phase'' - Intangibility can only be used to protect Mindjack itself and not the host body. It cannot be used against Psychic Attacks. *''Limit: Any Port in a Storm'' - When you receive Mental or Physical Trauma, remove the second Power Set and step down all PSYCHIC PARASITE powers (except Intangibility). To gain a new host you must give them a "Stolen Life Force" Complication at a step equal to their highest power, deliver Mental Trauma to a character with psychic powers, and then spend 1 PP to permanently hijack their mind. This creates a whole second Power-Set that will vary depending on the host. Step up any Psychic Powers they possess by 1 and give them Superhuman Stamina as well as the "Meat Puppet" limit. Mindjack also gains any Master Specialties the host possessed and one of their Distinctions. ====<u>THE MENDER'S BODY</u>==== Telekinesis d10, Superhuman Stamina d10, Enhanced Durability d8, Subsonic Flight d8 *''SFX: Psychic Healing'' - Add Telekinesis to your dice pool when helping other's recover physical stress. Spend 1 PP to recover your own or another's Physical Stress or step back Physical Trauma by -1. *''SFX: Take You Apart From the Inside'' - Add a d6 and step down the highest die in the dice pool when using Telekinesis to inflict Physical Stress. Step up any Physical Stress inflicted. *''SFX: Disintegrate'' - Add a d6 and step up the Effect Die when using Telekinesis to target a material Asset, Resource or Gear-based Super-Power. *''Limit: Small Scale'' - Telekinesis cannot be used to lift or manipulate things larger than the Mender's stolen body. *''Limit: Meat Puppet'' - Step up any Physical Stress and gain 1 PP. If your stolen body ever receives Physical Trauma, activate your "Any Port in a Storm" Limit.
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