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, pervasive aversion to harming others may result.
The doctor has now, against Eliza's advisement, altered this protocol to draw from his own traumatic experiences and intensify the assault. She will attempt to filter, in realtime, any backlash from this, but removing the firewall has a chance to plunge the doctor into the same scarring effects his target is feeling.
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. Roll Intellect+Medicine 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 Pacifism 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.
Phylum's tattoos shift and move around their body and their eyes flash a color out of space. The victim's eyes shift the same way, just for a moment, as they experience their base assumptions about the world unravel.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Charisma + Influence 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 Trauma at all times: Vengeful.
With a little daring dew, Yuri stays away with you. Yuri's eyes darken and their facial features seemingly morph into a bloodied mess before returning to normal.
Spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Body Breaking and reforming to refit the structure of the body itself.
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Bubba plays his music before the crowd, and as he plays, the ones closest to the stage report seeing beautiful, ethereal, individuals of their preferred gender appearing on stage, and dancing with Bubba's music. These individuals have also reported a strong desire to see them again and have reserved tickets for many of Bubba's upcoming shows.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Performance 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.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Obsession with causing the metal apocalypse!. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Carl stares at a target, and perceptive onlookers can notice the vague outline of something huge swimming across his blue irises for an instant. Both his and the target’s eyes, if the target possesses any, flicker green, before both double over in pain. For an important instant, both Carl and the target see a flash of something horrifying.
Carl always sees a fractured, out of context traumatic memory that was repressed by his previous amnestics use. His target sees something awful, but Carl doesn’t know what it is that they see. This scares him. Deeply.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Make a Trauma roll when you activate this Effect. 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 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 glow of Luz's pupils becomes, for a moment, a blaze that lands on the target like a watchman's searchlight. It burns the target's mind like the sun, a light without ruth, without pity, without compassion. They see a brief glimpse of the Glory and the House with no walls, only doors- but understanding? Comprehension? Entry? Is denied to them. They will scrabble at the edges of the Bounds evermore, aware of their mortal and lowly form and knowing that anything more will forever be out of reach. What effects this may have are as unknowable as the Mansus itself.
Mercy is found only in shadow, and Luz is a light of his own.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Intellect + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and 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 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.
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.