Eins fiddles with her radio, a odd music being heard before shifting to static as the targets brain begins to be assaulted by a overwhelming amount of information, tearing at their brain and soul.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use Radio to activate this Effect. Roll Perception + 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 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 user take a syringe and seemingly draws a portion of blood from the ring using the syringe. Wispy red trails float out of the target's ears and flows into the ring, as if the syringe is drawing the liquid directly from their mind. afterwards the user crushes the vial under their heel and the target is made unaware of the mental intrusion's true repercussions.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Sapient target within 20 feet. You must use up a disposable syringe in order to activate this Effect. Roll Intellect + Medicine 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.
Personnel inside the cell have stated that they feel a heavy sense of dread, fear, anger, and general depression, as well as hearing constant, nearly inaudible whispering upon immediate entry. A prolonged stay causes severe migraines, suicidal tendencies, heavy hemorrhaging of blood vessels around the eyes and inside the mouth and nose, general hostility to others, and for the whispering to increase to almost deafening volumes, intersected by a constant mocking laughter.
Exert your Mind and spend an Action to activate. Choose a location within 20 feet. All Sapient or Animate targets within 20 feet within 20 feet of it are affected. This Effect cannot be used unless The target must not have undergone therapy for the antics of SCP-035 prior. 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 2 points of Mind damage and gain two new Traumas selected by the GM. these Traumas 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 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.
The gift spreads purple waves throughout the air the targets eyes go white and began to madden and seizure, anyone who watches vomits
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Intellect + 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Torture.
Possession of this Power grants the following Battle Scar: Cough.
Somm performs an ancient social ritual known as "Gaslighting", by utilizing a set of instruments to herald a haunt as well as combining that with whimsical social performance.
Ghostlight is a reference to Gaslighting, a manipulation tactic in which you socially engineer someone into questioning their own sanity. Ghostlight is also a reference to Greenlighting, a term used by gangs and organized crime groups where you "Give the OK" to jump or kill someone. Ghostlight as an ability, is Somm giving the ok for the victim to be haunted, as well as gaslighting them at the same time into believing that they are.
Exert your Mind and spend at least two Actions performing the following ritual: proclaiming and greenlighting the haunt utilizing bells, vocals, and somatics. to activate. Select a Sapient target within 20 feet. You must actively and obviously use Chinese Instruments to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma Spirituality 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 Ghostlighted - You possess a delusion that you are detrimentally haunted/hunted by ghosts, spirits, and/or similar phantasmal entities. as a Trauma. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets 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.
The weapon builds a highly-focused charge of electromagnetic radiation, causing the bulb to flash brightly an instant before release. The crackling ray of energy is effective against both living and machine targets, frying synapses and circuits alike.
One blast from a cathode gun is enough to reduce even the most brilliant mind to a state of catatonic vegetation in seconds. This brain-killing weapon is an example of the City Mind's cruel and efficient designs, meant to leave behind gibbering, drooling survivors to be collected by the enemy. These survivors would continue to consume resources, lower morale, and force other personnel to care for them - the City Mind knew its enemy was a compassionate one. The cathode gun is especially effective against creatures with advanced minds, such as spell-casters. Ironically, it is just as effective against machine brains.
Expend a point of Battery and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Intellect + Technology 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 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.