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 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 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.
His cheerful makeup paints an exaggerated grin across his face, with rosy cheeks and wide, innocent eyes. However, beneath the happy exterior, his smile stretches unnaturally, and from deep within him, distorted childlike screams tear through the air. Black bile drips from his mouth, staining his suit as his hands tremble around the microphone. The air around him seems to vibrate with the screams, while ghostly, mangled figures of children flicker in and out of sight. His laughter is hollow and unsettling, making his joyful appearance all the more disturbing.
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 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 witnesses you during this Effect's activation will almost certainly be disturbed to see Boogars grips the microphone, his mouth twitching into an exaggerated grin. As he cracks a joke, the sound of childlike screams bursts from within him—distorted, choking cries that seem to tear at his insides. His eyes roll back, and thick black bile spills from his lips, dripping onto his costume. The air around him grows cold, and the screams echo louder, as if trapped souls are trying to claw their way out of his body. His body jerks unnaturally with every laugh, and his voice warps into a grotesque, mocking rasp, drowning out the desperate wails of the children who flicker like ghosts around him. Each breath he takes is another scream, each movement a twisted mockery of joy..
Possession of this Power grants the following Trauma at all times: Faces in the Dark and Compulsive Mockery.
When the denunciation is spoken, Norton's voice seems to echo, as if two people we're speaking at once. Under the right conditions, some people will see the ghost of Emperor Norton I standing alongside him, also admonishing the target.
The Golden Rule, espoused by most philosophies of the world: Love thy Neighbor. Do no Harm. Do unto Others as you would have them do unto You.
Everyone knows this moral lesson, for Man is inherently good. Yet, in the cut throat world of seeking one's daily bread, it is a lesson easily forgotten. Pushed aside in the mad race to reach the heights of self gratification!
Yet, no matter how far the sheep has strayed from the shepherd, they still yearn to do what is right. With some, only a gentle word is needed...for others, the Imperious Command from the Top Hat clad figure of Emperor Norton the II is required - this resounding decree shakes even the coldest heart, awakening them to an enlightenment they will not soon forget!
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use Imperial Regalia to activate this Effect. 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.
The trench coat slips open, and you see him. The Mind Goblin. Every greasy crease and hairy growth etched in your mind. Forever.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Sapient target within 20 feet. Roll Intellect + Culture 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see These three, disgusting, STD riddled goblinny nuts.
Possession of this Power grants the following Battle Scar: Smelly, -1 to social, cannot benefit from beautiful.
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.
With a flash of this camera, a flash that slowly eats away at one's mind. The camera takes pieces and parts of your essence and tries to tear it away from you, tearing at your mind.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Intellect + Investigation 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 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.