Over the course of the day, Liv directs all of the targeted to share the memories of the trauma they want to heal. In this time, she sets up an elaborate summoning circle.
If at the end of the day, Liv has setup correctly (critical fail check) then they can summon forth and command (Charisma + Occult) a powerful demon of fear and nightmares to consume the trauma which the targets have.
This creature itself is horrifying, feeling deeply wrong. Looking directly at it causes any who do to be momentarily in a nightmare, watching the memories of others who this monster has eaten the trauma of before. They get the correct understanding that feeding it these traumatic moments is giving it more power. But the creature can leave it's own mental scars.
This is the First of Liv's planned grand rituals. It involves summoning and using the effects of a very powerful demon in a ritual to create a beneficial effect.
Those who wish to benefit must make a trauma roll due to the nature of the powerful demon being summoned draining away the emotions from their traumatic experience.
Exert your Mind to activate. Select a Living target within arm's reach. 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 + 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.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see This creature itself is horrifying, giving an impression of pure malice and cruelty to any that glimpse it. Looking directly at it causes any who do to be momentarily in a nightmare, watching the memories of others who this monster has eaten the trauma of before. They get the correct understanding that feeding it these traumatic moments is giving it more power, and that you know this.
No matter how difficult times get, you can always rely on a soft, gentle hug from good ol' Chamomile. Holding and talking to the stuffed animal gives you a warm, fuzzy feeling inside.
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 + Alertness 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 gift spawns a grim totem that is the physical embodiment of that trauma. This gremlin or goblin or what-have-you will try to do what the trauma itself does, and destroy it's host. Battling this creature clears the mind, and brings with it a degree of peace.
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 + Melee 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you're literally fighting a monster..
The image of vines slowly wrap and grow around the targets body. They feel a slight embrace as vines hold them. After the vines fully grow a seed is made in the targets hand. The old man will give a index card with simple care instructions for the plant as long as the instructions are followed the plant won't die.
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 Rizz + 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.
Your patient is required to The tramma is turned into a small plant that needs daily care, reflecting the person and/or trauma. They must keep it alive and they must stay within 1 mile of it. 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.
A calming blue aura would envelop the area as the psychiatrist and the patient talked, the process will be hard, maybe not immediate, but soon, they will know that everything will be okay.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. 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.
as chibby approches his patience the cat tag start to glow clearing all bad energie and historical traumas from there brains making theme fell brand new but he tells him to take care of the fellow animal because he hates any pain that other creature developes.
(if this tag is gone to another person. he get all the instruction to use it and the players he is curing gets the pop up."dont kill animals or else")
Exert your Mind (unless you win a coin flip) 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 + 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 to not kill animals 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 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.