Cassiopeia invites you to sit down with her favourite book and read together, with a video of a fireplace playing in the ambience. After reading a seemingly random sentence she stops and asks how you feel about it. Also, what was your childhood like?
On therapy:
Of all the things she's learned throughout her university days, it's that everyone needs therapy - she herself has gone to a session or two for reasons she won't disclose. Whether they've had a good childhood or not doesn't matter. Stress can get to anyone and it's much better if everyone willingly learns how to deal with it instead of shutting themselves away. She knows she realistically can't help every person on Earth but at least it'll save her the pain of watching yet another star blink out.
On books:
She's always loved books. She wants to share that love with everyone else too. Someone she once knew would always put on fireplace or rain ambience in the background, and she's been doing that ever since. It's a fond memory.
On psychology degrees:
People don't usually get jobs directly related to an undergraduate psych degree, and Cassiopeia wasn't dedicated enough to study any further. She's thought of being a therapist before, of course, but she wouldn't want to make that her entire life.
On the Witherheart Mask:
Cassiopeia originally intended for the gift to go on the Mask, but she realizes it's a bit disingenuous to let a magical item do all the work for you. This would've been the description had she used the Mask:
"You sit down in the fabled Cafe Cosmo, where all your worries shall fly away. The barista appears to be a masked figure who listens in silence, but it also feels like the problems you reveal are being... absorbed."
On trauma rolls:
You have to delve deep into your traumatic experiences in order to come back a better person, right? Let's hope this won't traumatize you further.
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.
Your patient is required to Read three books that Cassiopeia has recommended, for at least 20 minutes each day. for the next month. If they violate this rule, your treatment is immediately reversed.
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.
By having your target go through therapy totalling 24 hours in duration you are capable of assisting them in curing a trauma they possess
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.
Jason takes a moment to reflect on what happened so far, and what will happen next within the "game". The players are beaten and bruised. They need something to pick them up, just a little boost to keep their hopes up. What about a corny speech like they do in the movies huh?
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 + Athletics 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 be on an athletic training regiment for 1 hour, daily 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.
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.
"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.
"With my sheer words all ill in my target's mind is slowly brought out into a weak and pathetic physical form,when the treatment succeeds,the trauma will whiter,and no more tears will be shed."
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 + 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the trauma takes an disturbing and terrifying physical forms while treated.
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.