The realization that something is false triggers a particular reaction in the brain. Upon dispelling an illusion of Leon's through brute force he can force that reaction upon someone in the ensuing explosion of mystic energy. Then, when he has magic and an impulse to jump on, he feeds a little more into it and causes it to loop back in on itself. With Joao Jean's latest and greatest trick, the loop continues. Resonance aligning their mind momentarily with the state of their many possible alternate existences and past possibilities. Striking to the core of their mind as the magic tears through their brain, turning it into so much silly putty until they become unable to accept the notion of the untrue, their mind going in spirals as what was becomes as true to them as what is, and the implausible becomes incomprehensible. The fear of what could be and the pain of never knowing to haunt them throughout their days as the merest glimpse of the world beyond drives them to madness. An eternal reminder that the pain of memory doesn't fade with time. You just become accustomed to it.
This Effect activates whenever An illusion Leon created within leon's line of sight takes a severity 2 injury from a target. It does not require an Action or Exertion. Select a single Sapient target or a Location within 300 feet. If you select a Location, all Sapient targets within 300 feet within 20 feet of it, besides yourself, are affected. Your target should be intuitively based on the triggering event. You must actively and obviously use A musical instrument to activate this Effect. Roll Charisma + Performance 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 affected targets 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 affected targets 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Spectral chains appear to rip the soul from the body of the target, flensing their soul and leaving horrific mental scars.
Possession of this Power grants the following Trauma at all times: Pictures hanging in a hallway and the fragment of a song: Roll self control to not stop to identify music when it's played and recreate at least the bridge or chorus.
Some horrors are a little too much for the human mind, but others are watered down enough to simply leave them with horrible mental scars instead.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you severity-4 injury. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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 cannot be removed by spending Experience and undergoing mundane therapy. 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: you must roll self control in order to act in a regular manner, rather than be overtaken by intense religious fervour once per contract..
Patch touches the target, and the memories of every fear imagined by humanity rushes through the target's mind as a dark shadow overpowering mental barriers, manifested in their eyes rolling back and them going ice-cold. Once returned, those who couldn't pull themselves back are forever changed.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Roll Perception + Alertness 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 phobia 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.
When you use this Gift, the air gets colder and your voice takes on this weird, echoey tone — like you're speaking through a tunnel full of ghosts. Words drift out of your mouth in black, smoky letters that hang in the air for a second too long before fading. The target’s eyes go wide, like they’re remembering something awful that never actually happened. Anyone watching knows something creepy just went down — you’re clearly doing something to mess with their mind.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Charisma + Stealth 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. Affected targets are aware that they are being attacked and can generally tell who did it.
As I'm playing this electric guitar, a clap of lightning flashes and a thunderous boom echoes out across the crowd. One person's ears start bleeding as their eardrums get blown out.
Spend an Action. Select a target within 300 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
When you use this Gift, the air gets colder and your voice takes on this weird, echoey tone — like you're speaking through a tunnel full of ghosts. Words drift out of your mouth in black, smoky letters that hang in the air for a second too long before fading. The target’s eyes go wide, like they’re remembering something awful that never actually happened. Anyone watching knows something creepy just went down — you’re clearly doing something to mess with their mind.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Charisma + Stealth 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. 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.