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.
You have opened your mind to things beyond most human's comprehension. When you are injured, your third eye awakens in retaliation, flooding the attacker with incomprehensible visions of the unknowable depths of the universe. A ghostly eye appears on your forehead, glowing an ethereal green. The eye pierces into the target's mind before closing and disappearing.
Fletcher's pocket notebook is where he notes all of his encounters with the eldritch beyond. It is infused with this energy and partially serves as a conduit to his arcane powers.
This Effect activates whenever you receive a severity 2 injury. It does not require an Action or Exertion. Select a Sapient target within arm's reach. “Your target should be intuitively based on the triggering event. You must actively and obviously use your pocket notebook to activate this Effect. Roll Perception + 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 Nightmares (Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind Damage) 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.
A page flips open, muttered in a language those cannot understand beside the target. Secrets revealed, truth, reality, how false their life was. Causing madness, insanity, disbelief, perhaps even... unconscious chaos.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Sapient 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 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 the gavel is drawn, the symbol of justice (scales) flashes behind Barret. Then when the Gavel hits the floor, it makes a loud echoing sound that only the lawbreaker can hear. This rings in their ears making them slowly go insane.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless its against a Lawbreaker. 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. 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.
Ollie drops a few factoids about received visions, potentially traumatising a target.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Perception + 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you reveal their potential future.
Words from them sharp like shooting bullets at you, creating holes in your thick skin that protected your insecure self. All your ugly features exposed to them as they boldy points those 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.
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.