Nova has a habit of noticing when things are off with people, making it rather easy for them to figure out when things are wrong and help.
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 + 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.
There isn't a lot of visuals to this, it seems mostly like traditional talk therapy, but involves guided dreaming in a similar manner to hypnosis therapy. The person with the trauma is to focus on certain things related to the trauma before falling asleep and write down as much of their dreams as they can on waking. Then it's reviewed and discussed. Rinse and repeat until cured.
She can also use this technique on herself, though reviewing each sleep session involves more reference work than discussion. Also lots of pondering and likely talking aloud to herself about it.
Sage's connection with the reality as such of dreams allows her to connect with the dreams of others to a mild effect, letting her direct their dreams towards helping with whatever is going on in their mind.
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 + 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.
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.
For everyone except the target, there is no visual component to this gift. For the target, however, they will watch as reality begins to crack, the fissures emanating from the user (or the user's method of communication). The cracks encompass everything that the target is able to see, before quickly shattering, revealing a lively cosmos underneath the world. Looking around, the target will be able to identify that they are in an altered version of our familiar solar system. The planets are closer together, bridges that span miles of empty space connect distant celestial bodies, lights line every planet in the system, spaceships navigate through the depths, unfathomably large superstructures dot the horizon, and the stars shine brighter than they ever have before. In this sight, humanity's indomitable will and the true beauty of the cosmos are revealed to the target. The target spends hours here, watching an idealized version of the world revolve as the user's disembodied voice talks to them about their traumas. As the session comes to a close and the user makes the roll to determine the outcome of this therapy, the paths diverge.
If the roll succeeds:
The sun starts to grow, before combusting and bathing everything that the target can see in a white light. The target feels a comfortable warmth on their skin as they are briefly blinded. When their vision returns, the target will find themselves returned to where they were before the therapy began, feeling lighter. The warmth sticks with them for a while afterwards.
If the roll fails:
The sun runs cold, and the universe follows suit. Where once there was a bustling universe, there now sits a lifeless corpse. The target stays there for a moment, before the darkness becomes too overbearing to remain. The target opens their eyes, and finds themselves where they were, their traumas still plaguing them.
This gift was manifested through a combination of Andromeda's dream of a cosmos that's at her fingertips, and her desire to help the people around her. She imagines a world where everyone has achieved her dreams, hoping that her realized passion will have a positive impact on her friends.
Andromeda is aware of the vision that she gives the target, though she has not actually seen it herself.
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. 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 + 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.
the Bible in his hands begins to glow with an ethereal golden light, its edges shimmering like the dawn breaking through stained glass. As he opens its pages, the light intensifies, casting warm, dancing rays across the room. He places his hand gently on the person’s forehead, and the golden light flows from the Bible into his palm, then travels like liquid sunlight into the person's mind.
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.
Your patient is required to Follow the 10 Commandments 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.
Day copies a glyph of "sooth mind" from her Grimoire onto the head of her patient, the upper ring of the glyph includes details about the Trauma, when it was recieved and how (in runic form). The lower ring of the glyph is the upper ring, written in reverse. Over the downtime, the rings slowly twist into each other, with each rune self-destructing with its negative form. When the last rune self-annihilates with its negative version, the mental trauma is healed.
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 + 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.
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.