The Zed-Man starts freestyling, or hands out his mixtape and EP, perhaps even chill in his studio while they make a collab. In any case, on the field, his voice akin to the sirens of tales, he gifts those who suffered with the song of his own: Freedom!
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. 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 replace one of the patient’s revealed Traumas with a new Trauma: Compulsion to turn every conversation politically against the government.
Your patient is required to speak out against the goverment socially atleast once per day for the next month. If they violate this rule, your treatment is immediately reversed.
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.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target 50 feet. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
With the light of the candle from the fingertip of the Blue Fire Mage, the candle burns and melts over the course of a day. As it does the skull and the heart of the mage also alight with blue flame, (but this flame burns in the spiritual realm, not the physical.) The candle itself is blue.
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, roll Charisma + Occult 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 Burn an entire eight inch blue candle every day for a month for the next month. If they violate this rule, your treatment is immediately reversed.
Louie and their crew will spend a day in your life, following you through your daily routine to someday post as a documentary. While it is a rather pubic affair, it can be anonymous, and investigated with some details left out for dramatic purposes.
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 + Investigation 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 start every conversation with a compliment, no matter the situation 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.
Dr, Rockman hits you in the head aggressive and repeatedly with astonishing force and you can't remember what the problem was
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless Jimmy must hit the target with a big stick. Your target must make a Trauma roll when you activate this Effect. 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.
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.
You and your group go out for a wild night of drinking and festivities and by the end everyone's fears don't seem like such a big deal anymore, they're almost funny.
For Stabilize you and the target share a quick pep talk over an alcoholic beverage
If there’s any god out there with an interesting story, it’s certainly Dionysus.
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless you are at a bar or large party. 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.
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 gambler's eyes shoot open, the pupils spinning like a slot machine as his mind runs through every future that fate may have in store for him. What it lands on may terrify him to the core, or give him that extra will to ease his mind. Maybe he isn't as fucked as he thought he was.
Exert your Mind (unless you win a coin flip) to activate. You may only target yourself. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you become overstressed and black out. 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.
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 musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
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.