Similar to his paralysis induction, Laz extends a hand and emits a cloud of nanites, appearing to normal human vision as dust motes, toward a target. These are more aggressive, however, upon entering the target's system. They assault the mind, manipulating neurochemical receptors to induce extreme stress and guilt for any harmful actions. If they affect the target strongly enough, a permanent and obsessive aversion to harming others may result.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Intellect+Medicine 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 Harm OCD: must roll self control to engage in any activity which might cause physical harm to a living being 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.
You caper in place, limbs jerking and flailing wildly. The mind becomes unmoored. Why is any of this happening? What even *are* you?
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Charisma + Performance 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 a new Trauma selected by you (the GM can overrule you at their discretion). 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.
Possession of this Power grants the following Battle Scar: Frontal Lobe Full Of Worms: You make all Self-Control rolls at +2 difficulty.
Possession of this Power grants the following Trauma at all times: Laugh In The Face Of Danger: Whenever a fellow contractor gains a Trauma or Battle Scar, roll Self-Control to suppress your uncontrollable case of the giggles.
You point the cane at a target, and a thin strand of lilac energy connects both yours and the target's heads to the head of the staff. You channel incomprehensible knowledge and imagery directly into the mind of the target, using yourself as a conduit for an alien mind
Davi Michaels found this staff buried in a prop department. It is connected directly to the mind of an unknown, unknowable entity.
Expend a point of Battery and spend an Action. Select a Sapient target within 20 feet. Make a Trauma roll when you activate this Effect. Roll Mind 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 a new Trauma selected by the GM. 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.
Nikki chugs on his Iceman, singing a song whose lyrics seep into you. They wiggle through your grey matter and past the barricades and barbicans of your mind. Finding the delicate inner secrets, the age old traumas buried beneath the sands of self medication and denial, the song explodes; leveling you in a wave of panic and tears.
Exert your Mind and spend three Actions performing the following ritual: singing or playing guitar. Select a Human target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. 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.
Remembering a traumatic event from the past, Ali shoves that feeling into someone else, who has no context to explain why they feel how they do. As she does so, the physical tether to her memory becomes darker with a swirling purple sheen, and her target's eyes do the same.
Current tether:
The antlers of a spirit cursed by guilt, hunger, and cannibalism. Attached to Ali's mask.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use a physical tether for a strong memory to activate this Effect. Roll Charisma + 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.
Your target shits themselves, causing great embarrassment.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. 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 a new Trauma selected by the GM. 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 Charisma + 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 a phobia of holy things 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.