Intensive Therapy "I can help you if you're willing."

1
The power to heal the mind after traumatic experiences.
Used by Lanie, Created by dae_kianna.

A very faint, silver, etherial halo (the jagged kind, not the circle kind) appears around Mel's head as the client begins to share. Conversely, a very visible black etherial halo appears around the client's head. As the session progresses, the silver halo becomes increasingly visible and the black one becomes faded.


Exert your Mind to activate. Select a Living target within arm's reach. 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.

If your treatment is successful, you may 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.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Targeted Gifts

This Effect activates whenever Suffering a Sverity Two Injury or Higher. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. You must actively and obviously use Bear Necklace to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Alertness at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Where the Quills Eject Blood will spurt out.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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 + 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.

Your patient is required to Burn an entire eight inch blue candle every day for a month for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of the after-care requirement.
  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action.

You may perceive things through sight within 15 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes. You must maintain Concentration to keep up the effect.

You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.

  • This does not satisfy the Line of Sight requirement for targeted Effects.

Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 50 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's Armor is completely ignored.

Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

In a pinch, she can illusion her irises back to normal, but she prefers to leave them like that.

Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.

You may perceive things through sight within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.

You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action and use up this smoke bomb.

You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Disorienting: Any time someone moves within or through the zone, they must roll Mind at Difficulty 8. If they fail or botch, they move a similar distance in a different direction of the GM’s choice.
  • Suppressed Vision: The zone is fully blocked from view. Nothing within the zone may see anything or be seen from the outside. Any rolls that rely on sight fail automatically, and any rolls that benefit from sight are made at -3 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

  • The Effect does not follow you after you activate it.
  • This consumable is destroyed when used and cannot be used again.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.