Steal Sense
•••
Imm, p.85
Contest Wits + Empathy vs Resolve to steal a particular sense from a victim for a scene, mundane or supernatural. When you steal a sense you already possess, you may use the victim's traits and roll actions with the sense twice, keeping the better result.

With the right skill or ability, even the most intangible of things can be stolen. With this Merit, the body thief is able to reach out to a victim and rob them of sight, hearing, taste or any basic sense. In fact, in the case of knowledgeable thieves, even senses that are neither obvious nor mundane are fair game. Among all kinds of thieves, robbing a victim of their senses is a common practice since the benefits for the thief are as strong as the hindrances to the victim. Among the Magically Talented, rituals that involve using puppets or dolls are common, whereas the Mentally Talented are considerably less flamboyant. The caster must be able to either clearly see the target or have a sympathetic connection to him in order to steal a sense.

Dice Pool: Wits + Empathy versus Resolve

Duration: One scene

Possible Modifiers: The sense is not one possessed by the caster (–2), the sense is supernatural in nature (–3)

Roll Results

Dramatic Failure: The power fails. Sensory overload causes the caster a –2 penalty on all perception-related rolls for the remainder of the scene.

Failure: The power fails.

Success: The caster achieves more successes than the victim does. Before the roll, the caster must se- lect one targeted sense to steal from the victim. The victim loses the sense for the scene. The caster finds her perceptions heightened. When making any roll pertaining to that sense, the caster can substitute the victim’s traits for her own and may roll all rolls with that sense twice, taking the best of the two results. If the sense is supernatural in nature, the caster must use her traits to utilize the stolen sense. This power can steal a person’s Unseen Sense Merit for a scene. The caster must know that the victim has the Merit before the roll is attempted.

Exceptional Success: As above, except the stolen sense lasts a whole day.