S[FOCI]

Curses the World

We Are All Mad Here

Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.

Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones from being hurt again).

Tier 1

Terrifying Presence (2+ Intellect points) Action

You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort.

Tier 2

Erase Memories (3 Intellect points) Action

You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory.

Erasing memories can be a tricky business. On a failed attempt to erase a creature's memories, an interesting GM Intrusion might have the effect target an ally or the character.

Tier 3

Psychosis (4 Intellect points) Action

Your words inflict a destructive psychosis in the mind of a target within long range that can understand you, dealing 6 points of Intellect damage (ignores Armor) per round. The psychosis can be dispersed if a target uses an action doing nothing but calming and centering itself.

Action to initiate

or

Discerning Mind Enabler

You have +3 Armor against damaging attacks and damaging effects that target your mind and Intellect. Defense rolls you make against attacks that attempt to confuse, persuade, frighten, or otherwise influence you are eased.

Tier 4

Mind Games (3 Intellect points) Action

You use lies and trickery, mockery, and perhaps even hateful, obscene language against a foe that can understand you. If successful, the foe is stunned for one round and cannot act, and it is dazed in the following round, during which time its tasks are hindered.

Tier 5

Foul Aura (5+ Intellect points) Action

Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short distance away from the object. If a creature does not move away, all tasks, attacks, and defenses it attempts while within the aura are hindered. The duration of the aura is extended by one day per level of Effort applied. The aura is temporarily blocked while the object is covered or contained

Action to initiate.

Tier 6

Word of Command (6 Intellect points+level 6 cypher) Action

You utter a word so powerful that to fully invest it, you sacrifice a cypher in your possession that is level 6 or higher. You issue the word to one creature within long range that you can see. The affected target must obey the command for several hours before it is free to act as it wishes. Targets that are attacked while under the effect of the command can defend themselves. Typical commands include “retreat,” “calm,” “come,” and “stay.” The GM decides how the target acts once a command is given.

Break Their Mind (7+ Intellect points) Action

Using your clever words and knowledge of others, and given a couple of rounds of conversation to gain a few specific pieces of context regarding your target, you can utter a sentence designed to cause your target immediate psychological distress. If the target can hear and understand you, it suffers 6 points of Intellect damage (ignores Armor) and forgets the last day of its life, which might mean it forgets you and how it came to be where it currently is. In addition to the normal options for using Effort, you can choose to use Effort to attempt to break the mind of one additional target who can hear and understand you.

Action to initiate, Action to complete.

GM Intrusions: Curses have a mind of their own. They may backfire or refuse to do as the character bids. A curse spreads inadvertently. Another character alters the curse just as it’s being cast.