Silverleaf Platter

1
This Artifact allows you to heal the mind after traumatic experiences.
Used by Frankie Horrigan, Created by jjkilla234.
On Legendary Artifact Silverleaf Platter.
(You must use this Artifact obviously when activating this Effect.)

A silver plate with ominously prepared meat, as the user consumes the meat the are enriched with a high that is unraveled. they must ration this meat perfectly in order to leave them self in a healthy mood. this fae artifact leaves the user wanting more of that strange flavored meat.


Expend a point of Battery to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Survival at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Your patient is required to Must consume 20 pounds human flesh on a daily basses for the next month. If they violate this rule, your treatment is immediately reversed.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

  • The patient is aware of the after-care requirement.
  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Mend Trauma Gifts

Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

On therapy:
Of all the things she's learned throughout her university days, it's that everyone needs therapy - she herself has gone to a session or two for reasons she won't disclose. Whether they've had a good childhood or not doesn't matter. Stress can get to anyone and it's much better if everyone willingly learns how to deal with it instead of shutting themselves away. She knows she realistically can't help every person on Earth but at least it'll save her the pain of watching yet another star blink out.

On books:
She's always loved books. She wants to share that love with everyone else too. Someone she once knew would always put on fireplace or rain ambience in the background, and she's been doing that ever since. It's a fond memory.

On psychology degrees:
People don't usually get jobs directly related to an undergraduate psych degree, and Cassiopeia wasn't dedicated enough to study any further. She's thought of being a therapist before, of course, but she wouldn't want to make that her entire life.

On the Witherheart Mask:
Cassiopeia originally intended for the gift to go on the Mask, but she realizes it's a bit disingenuous to let a magical item do all the work for you. This would've been the description had she used the Mask:
"You sit down in the fabled Cafe Cosmo, where all your worries shall fly away. The barista appears to be a masked figure who listens in silence, but it also feels like the problems you reveal are being... absorbed."

Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

All Carver does is remove the compulsions left by traumatic experiences, allowing her patient control over themselves while tackling their traumas. They'll remember what happened to them, but it will no longer spark the same trauma response.

As long as the mind isn't traumatized *again* shortly afterwards. Otherwise the old connections resurface and it's back to square one, with extra baggage this time around.

All of this works on inhuman, even unliving physiology thanks to Carver's familiarity with the not-quite-human people around her. As long as they have a sentient mind capable of being traumatized, her powers allow her to detangle them.

Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Your patient is required to not fail a limit check for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of the after-care requirement.
  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired.

After the full treatment time has elapsed, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Your patient is required to Do not harm poisonous and venomous creatures for the next month. If they violate this rule, your treatment is immediately reversed.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Mend Trauma Gifts

Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.