The eyes of the phoenix reflect the sins of those who look upon them, burning it into their mind with torturous intensity.
This Effect activates whenever you inflict a Severity-2 injury upon a creature you are grappling. It does not require an Action or Exertion. Select a Sapient or Animate target within arm's reach. This Effect cannot be used unless you succeed on a Difficulty-7 Body roll. Roll Brawn + Brawl 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 fear of God (and Billy) 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target's eyes burn with celestial fire, along with their mouth.
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.
Grace’s horror show isn’t as traumatic to look at as it is to be targeted by; dealing mind damage in the form of fear and stress, being forced to live out Obedience’s burning for a few moments… the screaming, flames, and reflections are violently transferred to the target as they suffer the onslaught.
Being on the receiving end of this is brutal. It’s the girls’ oldest ability; the betrayal and pain that was strong enough to keep Obedience’s soul from rest. So when it’s all forced into someone’s mind in a few seconds, it’s the most reliably terrifying thing contained in the five foot frame.
Exert your Mind and spend an Action. Select a Sapient target within 300 feet. Roll Intellect + Influence 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Obedience’s form vibrating and flickering in and out of sight like a camera shutter, classic horror movie style; the echoing screams that accompany Stake flames come from her own mouth, which opens with a distending jaw, pulling Grace’s unnaturally along with it. Their eyes and anything reflective on their body (including sweat and saliva) reflect orange violent fire.
The weapon builds a highly-focused charge of electromagnetic radiation, causing the bulb to flash brightly an instant before release. The crackling ray of energy is effective against both living and machine targets, frying synapses and circuits alike.
One blast from a cathode gun is enough to reduce even the most brilliant mind to a state of catatonic vegetation in seconds. This brain-killing weapon is an example of the City Mind's cruel and efficient designs, meant to leave behind gibbering, drooling survivors to be collected by the enemy. These survivors would continue to consume resources, lower morale, and force other personnel to care for them - the City Mind knew its enemy was a compassionate one. The cathode gun is especially effective against creatures with advanced minds, such as spell-casters. Ironically, it is just as effective against machine brains.
Expend a point of Battery and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Intellect + Technology 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.
A condensed ball of The Flesh detaches from your body, undulating on its own. When it comes in contact with its intended target, it will force its way into their form, granting terrifying visions of what it could do.
Take a Severity-1 Injury, spend an Action, and use up this condensed ball of The Flesh. Select a Sapient target within 20 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. 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 new Trauma selected by the GM. 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 soft whisper the user imprints insecurities onto the target. Failure, torture, death. It taps into their memories and draws from it the parts they repressed and turns them into nightmares that continue to haunt them.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is asleep. Make a Trauma roll when you activate this Effect. Roll Intellect+Influence 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 as a Trauma. 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.
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."
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.