Angela sucks in a deep breath, and gets to work. Many of the skills she’s learned to help others come into play of course, but there also is a building pit in her chest, and whenever she feeds, she feels it swell like gorging a second stomach. It subsides after a time, and if she eats too much it can damage her own mental reserves. And even though it’s based on skills she’s used long distance, for obvious reasons it seems to work best in person.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. 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 + 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.
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.
Possession of this Power grants the following Trauma at all times: Crippling Self Doubt: Whenever you roll a check in which you have five dice or more, you must first roll self control. If you fail or botch, the roll is now at difficulty 9..
Removing all pride and joy from their own soul, they will sing and dance for the company. If there's a God out there, they certainly have muted Gerald's calls this time. Anyway: Triple Dent gum, will make you smile-
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. 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 replace one of the patient’s revealed Traumas with a new Trauma: Compulsion to buy merchandise.
Your patient is required to The repaired must pay a weekly subscription payment to the Yensid Corporate Guild, for an affixed price of $100 per week. 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.
Possession of this Power grants the following Trauma at all times: Nightmares: Losing their job..
The user spends the course of the treatment physically or emotionally comforting themselves or the target, choosing to weigh the pros and cons of the issue in a lighthearted way.
just got over a long term relationship? They were toxic anyways. You have a crippling fear of sharks? Sharks are actually kind of like dogs, you know?
If the user is unable to vocally comfort their target or themselves, this power can extend to the usage of research over the internet or through different forms of media.
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 + 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 not be an a situation where they would roll Self-Control on the treated trauma. for the next month. If they violate this rule, your treatment is immediately reversed.
"Something's got you down? It's ok, why don't 'cha come down to my ranch and work it out? Nothing clears the mind like a good day at the range. What? You don't know how to shoot? That's ok, I'll teach 'cha! Just one condition for me to help you. You gotta play by my rules. You gotta talk the talk, walk the walk, and most importantly...NONE OF THAT FANCY ELECTRONICS STUFF! If you need to make a call, use the land line! Think of it as a vacation."
- Blake Sacks
Exert your Mind (unless you win a coin flip) to activate. Select a Living or Animate target within arm's reach. This Effect cannot be used unless there are no electronics on your person or target. 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 + Firearms 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 dress & act as a cowpoke for the next month. If they violate this rule, your treatment is immediately reversed.
Raz lays down in a meditative position, and with the power of runes, wills mana to flow through his body and mind, and clears his mind of any insanities, or can refocus his mind when situations get to be a bit too much
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 + Alertness at Difficulty 6.
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 only eat plant based foods for 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 a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Possession of this Power grants the following Trauma at all times: if Raz has 4 or more mind/3 or more traumas damage, every 30 seconds he must roll mind to resist sitting down to meditate.
Nikki plays a song that seems to be exactly what you need to hear. It fills you with courage, or sense of self, or nostalgia. It makes you whole again.
Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you trauma becomes permanent. 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.