Mentalism
Motif: Danse Macabre
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Ever and always inquisitive and prying, Degare uses his mentalism for both the purposes of manipulating others as well as learning more about those around him. For what purpose, pray tell? His own entertainment-- his is a life led by his curiosity, thirst for knowledge and personal enrichment. The lives of others are nothing to him other than shows for his own amusement-- facets of fascination. Mentalism allows him to delve a few layers deeper than one normally would as well as granting him yet more methods to keep others at arm's length, manipulate them, or break them.
Dernière Danse: (affecting Mentalist skill: ‘Minstrel’) Apprentice
Fills a target’s mind with euphoria, bliss, joy, or another combination(s) of positive emotions that would compel one’s body to move– typically to dance. This effect is heightened especially in the presence of music. The intensity of these emotions will twist for a unique effect: a partial override of negative physical stimuli, meaning the target will continue even if they are injured, starving, or otherwise impaired. Total override can be achieved with multiple tethers.
Upon developing this mutation, the mage's own hunger pangs and thirst are felt less. Degare will likely not remember to eat or drink with any regularity, frequently finding himself weak from hunger or dehydration. Additionally, one will find that some of the wires regarding pleasure and pain are henceforth crossed. These effects are exaggerated upon frequent use of the ability.
Consummate Cognition: (affecting Mentalist skill: ‘Neurocrux’) Journeyman
Provides more advanced cognitive function for Degare, typically biased towards his ability to perceive and understand the emotions of others. His problem solving skills and abilities related to mental processing will also be enhanced. This also further complicates his Mindscape and consequently, it will be much more difficult to navigate regardless of method or skill in doing so.
The glow of his Neurocrux will be brighter and more radiant behind his eyes, thus more visible. If somebody got close enough to get a good look, it might resemble something akin to neon-lit pathways or constellations in vibrant, shifting purples, pinks and reds. His own emotional highs and lows will be significantly more overwhelming. This is a double edged sword, especially for somebody as troubled as Degare.
Paranoia Agent: (affecting Mentalist skill: ‘Scarecrow’) Expert
In addition to fear, Scarecrow can now be used to induce paranoia in the minds of the afflicted.
Degare’s perception of his own paranoia is amplified.
Bête Noire: (affecting Mentalist skill: ‘Scarecrow’) Master
The intensity of Scarecrow is increased significantly. As a result, the emotion evoked will cause permanent damage to the hippocampus of those afflicted by it every time this skill is used. This can make it so that the afflicted will have permanent issues regulating fear and will end up anxious the majority of their time spent conscious. Continued use, or use of multiple tethers at once, can cause further damage to the brains of the afflicted– inducing long term effects such as PTSD, clinical depression, fatigue, cardiovascular damage, gastrointestinal problems, decreased fertility, accelerated aging and even premature death.
As a sadistic archon of terror, Degare’s empathy is significantly reduced. His ability to relate or care about others’ plights will also drop. Frequent use of this skill will spike his own anxieties, cause emotional instability, and potentially even cardiovascular issues.