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 20 feet. If you select a Location, all targets within 20 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. 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.
The user of this cloak's charm attributes increase by multiple stages, so much so that they receive a new skill:
Charm Offensive: Inflict such insufferable sweetness with your scolding, compliments, and greetings that they cause the target to care greatly for animals.
Exert your Mind and spend an Action. Select a Sapient or Creature 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 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 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.
A sickly green aura would emanate from the Psychiatrist, with their eyes glowing a greenish glow, looking into them, you feel weak and helpless, fear flooding the system with you being unable to stop it.
Exert your Mind and spend an Action. Select a Human 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 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.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
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. Exhaustion’s penalty and duration stacks with multiple activations.
Blake tries to tap into his victim psychi. then, as his staff starts glowing brighter, his target feels as if his very being and essence is being set on fire
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use staff to activate this Effect. Roll int+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 fire 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.
The Mindfucker places his hands on his temples before mentally projecting the entire experience of being a Holocaust survivor into the target's mind within 2.83 seconds.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Intellect + Culture 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 Zey Are Everywhere - You believe all legal authority to be Nazis. (You must succeed a Self-Control roll to take an action or thought that goes against this belief.) as a Trauma. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target scream out the horrors of what they just witnessed being mentally projected into their head; most of the time, it's the Holocaust.
Reluctantly taking the tile inscribed 'ᛏ' from the pouch, the mage grimaces as it begins to glow a deep crimson. Focusing, they brandish it at their opponent - and allow blood-soaked images of pillage and conquest to flow into their target. As the sparks of mana pass through the air, passers-by are able to briefly glimpse what is being shown to the mage's quarry - and can only wince in sympathy.
Exert your Mind and spend an Action. Select a Sapient or Creature 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 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 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 glimpses of vicious atrocities as you force your target to mentally experience hundreds of brutal viking raids simultaneously.
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.