Words from her shoots like bullets at you, creating holes in your thick skin that protected your insecure self. All your ugly features exposed to her as she boldy points them out. Shame on you for existing.
Exert your Mind and spend an Action. Select a single Sapient target or a Location within 20 feet. If you select a Location, all Sapient targets within 20 feet within 20 feet of it, besides yourself, are affected. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, affected targets 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. 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.
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.
The target is met with an extremely practiced stare designed to evoke feelings of panic and guilt. As though they promised to do something and either forgot to do it or never went through with it.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. 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.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Compulsion to Heal the Injured.
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.
The howl of the Banshee foretells death. Those who hear you are plagued with intense visions of their own demise, or that of those they hold dearest: either way, it's rarely a pleasant thing to experience.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. 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 new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the 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.