Overturning the empty pill bottle, a single pill falls out. The target must ingest the pill only after telling the bottle's owner about what it is they need to forget. If they don't, the pill will choose - this usually leads to an episode of short term memory loss or the subject forgetting large swaths of their past. Thankfully, those cases are not always permanent.
Expend a point of Battery to activate. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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 talk about this artifact, the person who used it on them, or whatever was cured 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.
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.
Slide over a glass of their favorite drink and dare to ask how they are. People'll tell their bartenders anything. It's the cheapest therapy around.
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.
His music is truly healing. If you’re going through anything, or saw anything you wish you hadn’t, come to his show, he will see you backstage.
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 + 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.
Your patient is required to Must listen to his K-Pop music 24/7 (atleast -1/-2 dice to perception checks hearing based) 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 very faint, silver, ethereal halo (the jagged kind, not the circle kind) appears around Lanie's head as the client begins to share. Conversely, a very visible black ethereal halo appears around the client's head. As the session progresses, the silver halo becomes increasingly visible and the black one becomes faded. The glow vanishes when the client stops sharing or Lanie stops paying attention to them.
Honing her skills, the dogtor can now navigate the broken mind without the client needing to share anything. She can also repair multiple minds at once at any distance.
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. You cannot target yourself. This Effect cannot be used unless the client, of their own free will and under no magical influences, consents to the details of the Strict Regimen before receiving treatment. 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.
remove one of the patient's revealed Traumas without incurring any Experience cost.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
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.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.
The user will begin with a series of questions aimed at uncovering the trauma and the events leading to it, after which the physical manifestation of the traumatic experience will form and the user will (hopefully) effortlessly dispatch it.
The manifestations created through this gift are relatively similar in build to a senile geriatric so the user doesn’t have too much trouble dispatching them (Typically)
Exert your Mind to activate. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Over the course of one minute, 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The horrific experience that lead to the trauma is manifested physically for a short moment before being destroyed by the user.
While Luci communicates with her target (and in her own case, while she's projecting her thoughts and feelings onto the page), she draws a picture depicting the target's trauma and the circumstances behind its manifestation. Afterward, she rips the page out, crumbles it up into a little ball, and gives it to the target to eat.
It slips down into the user's stomach, melts into a bubbling mucus, and forces itself into their nervous system. The rogue energies force themselves directly up and into the target's brain, where they seek out the trauma they have been sicced on and forcefully pull it from the roots of grey matter. Not a pleasing experience in the slightest.
But to cap it off, the mucus coagulates in the target's stomach and begins to bubble violently until, inevitably, the target vomits the mucus back up. The inky black liquid- not too immediately dissimilar to the likeness of a roundworm, as it splatters onto the surface, takes the face of the one who produced it, and attempts to scamper into the nearest drain or sewer.
When constantly meddling with what goes on outside of the base reality, there is always a likelihood that someone or something unfriendly may notice her. The Well is home to a variety of creatures, after all.
Amalgamations are typically just leftover spurts of energy that coagulated together and created something malformed. Most of the time, they are not that dangerous even if they are a little feral.
Revenants, wraiths- whatever you want to call them, they tend to manifest as undead spectres or wraiths- entities that are formless and only when looked at may take form due to the mind's inherent need to seek sanity. They may crawl itself up just in time and worm their way into Luci's mind if she isn't careful with some of her powers, and they will attempt to live out certain vices vicariously through her, in an attempt to experience basic needs that they are starved of in the Well.
Eidolons are typically not a concern for the complete opposite reason that Amalgamations aren't. They can be describe more accurately as a system than actual entities that were here long before the universe existed and will be there long after. Simply put, whatever Luci might be up to will hardly ever register for them- like to what esteem an elephant might hold an ant.
To most people, The Well is a type of Hell, and that doesn't necessarily change for Luci, except for with the creation of this power, allowing her to purge rogue entities from her mind and more safely maneuver the vast Oblivion. It has the unintended effect of also working against normal traumas.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one minute, 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 + Crafts 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 vomit a roundworm with their face on it as it tries to crawl into the nearest drain or orifice.
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.