Imagine the affected individual suddenly finding themselves in a distorted version of reality where familiar surroundings twist into nightmarish shapes. Alice appears as an ethereal figure, her eyes glowing with an otherworldly intensity. She moves with an unsettling grace, her voice echoing like whispers in a windstorm.
Within the mind, memories and fears manifest in grotesque forms: childhood toys turn into monstrous creatures, familiar faces morph into sinister masks, and mundane objects distort into symbols of dread. The atmosphere becomes suffused with a sense of impending doom, as if the very fabric of reality is unraveling.
As Alice delves deeper into the psyche, she projects haunting visions and manipulates emotions, causing profound psychological distress. The victim feels powerless against this invasive force, their thoughts and fears laid bare before Alice's penetrating gaze.
Throughout the experience, Alice remains an enigmatic presence, her motives unclear but her impact undeniable. Those witnessing the scene are left with a lingering sense of unease, as if they too are peering into the abyss of their own subconscious fears.
In the tapestry of Alice's extraordinary abilities, her power to invade minds and evoke profound trauma weaves a thread of dark enchantment. Rooted in the whimsical yet unsettling realm of "Alice in Wonderland," this Gift transcends mere fantasy, delving deep into the metaphysical underpinnings of consciousness and fear.
At its core lies a duality akin to the looking glass itself—a reflection of both wonder and terror. Alice, a paradoxical figure of innocence and manipulation, harnesses this power with a grace that belies its chilling implications. Her ability to traverse the boundaries of sanity and perception speaks to an intimate understanding of the human psyche's fragile architecture.
Metaphysically, this Gift taps into the uncharted territories of psychic intrusion, where reality bends at the whim of a singular will. It hints at a realm where dreams and nightmares converge, where memories bleed into manifestations of dread. Alice, as the wielder, becomes a conduit between the tangible and the intangible, navigating through mental landscapes fraught with symbolism and subconscious echoes.
The origins of such a power are shrouded in mystery, perhaps stemming from the peculiar alchemy of Wonderland itself—a place where logic twists into riddles and reality fades into whimsy. It mirrors the transformative journey of Alice, from a curious child exploring a fantastical realm to a spectral presence capable of haunting minds.
In essence, this Gift embodies the timeless allure of darkness within enchantment, where innocence and malevolence dance in an eternal waltz. It invites contemplation on the depths of human fear and the fragility of perception, urging us to confront the shadows that lurk beneath our conscious selves. Alice's power is not just a narrative device but a philosophical exploration—a haunting reminder that even in wonderlands, there are depths where fears take shape and nightmares come alive.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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 1 point of Mind damage and 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.
Grace’s horror show isn’t as traumatic to look at as it is to be targeted by; dealing mind damage in the form of fear and stress, being forced to live out Obedience’s burning for a few moments… the screaming, flames, and reflections are violently transferred to the target as they suffer the onslaught.
Being on the receiving end of this is brutal. It’s the girls’ oldest ability; the betrayal and pain that was strong enough to keep Obedience’s soul from rest. So when it’s all forced into someone’s mind in a few seconds, it’s the most reliably terrifying thing contained in the five foot frame.
Exert your Mind and spend an Action. Select a Sapient target within 300 feet. Roll Intellect + Influence 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Obedience’s form vibrating and flickering in and out of sight like a camera shutter, classic horror movie style; the echoing screams that accompany Stake flames come from her own mouth, which opens with a distending jaw, pulling Grace’s unnaturally along with it. Their eyes and anything reflective on their body (including sweat and saliva) reflect orange violent fire.
When he uses this Gift he gains a fearless smile, regardless as to his true feelings, and his eyes glow a sinister black momentarily. The affected targets feel as if he's laughing into their ears, those who manage to resist hear a 'Tsk' as it fades away and those who fail have the laughter sink into their skin as a chilling sensation which vanishes a moment later.
Due to the sheer ease at which he naturally manages to traumatize people through his daring feats it gained a power of its own.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless use Daredevil to the detriment of another Satient being. Roll Intellect + Influence 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 per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.
Mimikao holds out a hand, the chains on his arm bangle glowing slightly, as the shadows of his target reaching up towards them, as the target hears whispering in their own head, calling out for them to "Join the Dark", the whispers include the voices of their friends, family, and even their own, which is the loudest.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must actively and obviously use Chained arm bangles to activate this Effect. Roll intellect / 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 the Dark: You are utterly terrified of darkness. You must succeed a Self-Control roll in order to leave a well-lit area. If you fail, you may Exert your Mind to face your fear. Take a Mind Damage if you are ever surprised while it’s dark. 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.
As you Drive Willow heart into your target wisper into their ears and corrupt their mind with horrid thoughts.
Expend a point of Battery and spend an Action to activate. Select a Sapient target within arm's reach. Roll Inteligence+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 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.
A magical spell circle surrounds the user and the notepad as they take aim at their target, to which then an image of an artwork of them in... less than savoury positions flashes into their mind. Shocking them, scaring them, even.
Exert your Mind and spend an Action. Select a single target or a Location within 300 feet. If you select a Location, all targets within 300 feet within 20 feet of it, besides yourself, are affected. Roll charisma+art 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 affected targets takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the affected targets 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.
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.