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Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + 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, 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.
Feb. 24, 2025, 3:16 p.m. - Improvement Cost: 3. Added Enhancements: Wish you Were Here, Shatter Mind
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.
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.
Angelo opens his bible and focuses, attacking the target’s mind with corrupted thoughts on religion.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must actively and obviously use bible to activate this Effect. Roll Mind 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 target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Fear of God - Roll Self-Control any time you are committing an act that would break one of the 10 Commandments. as a 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.
When he uses this Gift he gains a fearless smile, regardless as to his true feelings, and his eyes glow a sinister black momentarily. The affected targets feel as if he's laughing into their ears, those who manage to resist hear a 'Tsk' as it fades away and those who fail have the laughter sink into their skin as a chilling sensation which vanishes a moment later.
Due to the sheer ease at which he naturally manages to traumatize people through his daring feats it gained a power of its own.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless use Daredevil to the detriment of another Satient being. Roll Intellect + Influence 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 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 per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.
Eins fiddles with her radio, a odd music being heard before shifting to static as the targets brain begins to be assaulted by a overwhelming amount of information, tearing at their brain and soul.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use Radio to activate this Effect. 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 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.