Catherine uses fortune telling to briefly show the target their infinite possible futures before revealing the grand infinity of the future, hammering home how insignificant their existence is.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use Fortune telling items to activate this Effect. Roll Perception+Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Fear of Infinity as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
After all of his secret internet escapades through AO3 and Tumblr and weird forums and websites, Joseph now has a seemingly never-ending arsenal of knowledge of insane and traumatizing stories of any media type (ex: novels, fanfiction, doujinshi). When he describes these stories in detail, and he readily can because he remembers them all very clearly, it's exceedingly disturbing to others to the point it's traumatizing. Not only are the verbal descriptions disturbing enough, but when he speaks, a hologram screen appears in front of him. As he describes the stories, the projection will play the story like it's a show. Whoever witnesses it doesn't need to imagine what's going on -- They can see it for themselves!... All in full detail.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Intellect + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
When Birch picks up a cleaning implement, they know what to do. They may wield a mop or broom as if it were a wizard’s staff, or a duster as if it were a magic wand, channeling their Power through their chosen tool. Birch’s job is to cleanse tainted energy, and when they flourish their tool as if cleaning their target, the target feels their anger and aggression melting away, replaced by a calmness and clarity that harming others will not bring them happiness.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use a cleaning implement (e.g. mop, duster, etc.) to activate this Effect. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain Clarity: Fear of Causing Harm as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Blake tries to tap into his victim psychi. then, as his staff starts glowing brighter, his target feels as if his very being and essence is being set on fire
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use staff to activate this Effect. Roll int+occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain fear of fire as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
This shining white shot is created with the thoughts, attitudes and judgment of the masses, bundled into a bullet capable of getting the message "We will not be ruled by someone unelected and unqualified" across, with power capable of piercing the psyche and smashing the body.
Absorbing a signature of the target, the very thing that allowed them to inflict their will upon the populace by signing decrees, this bullet and user become spectral for a moment and reappear in front of the target, for a single moment, to fire their shot.
Exert your Mind and spend an Action. Select a Human target within arm's reach. You may select a target at any range if you use up a signature of the target. This Effect cannot be used unless the target is royalty. You must actively and obviously use a Firearm to activate this Effect. Roll Dexterity + Firearms Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
Hawthorne ejects a stream of blue fungus into the air at their target., which moves into their airways and into their brain
The fungus attacks the brains cognitive ability suppressing the brains ability to function putting them into a distressed stain and constant mental strain. Because of this strain the victims to the power generally are emotionally unstable and lash out when distressed
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Roll intellect science at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain uncontrollable anger - every time you become upset or angry make a self control roll to not lash out as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.