Alister shakes his jacket lose, as he does so tiny ghostly clockwork mice tumble out. These ghostly rodents assist the target in crafting a pice of art. As they do so Alister softly critiques and corrects the work while holding a conversation about their mental state. Afterwards alister hands the craft to the target and makes it clear they must show your heart to the world.
When its just him and the rats, he speaks to them as if his long dead friends can still hear him.
"Frikkie, amber... you there buddies."
Exert your Mind to activate. Select a Living or Animate 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.
Your patient is required to must keep the crafted object on their person and clearly displayed. for the next month. If they violate this rule, your treatment is immediately reversed.
The image of vines slowly wrap and grow around the targets body. They feel a slight embrace as vines hold them. After the vines fully grow a seed is made in the targets hand. The old man will give a index card with simple care instructions for the plant as long as the instructions are followed the plant won't die.
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 The tramma is turned into a small plant that needs daily care, reflecting the person and/or trauma. They must keep it alive and they must stay within 1 mile of it. 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.
I have a voice in my head that tries to keep me mentally healthy. I recognize the irony in talking to a voice in my head for therapy but what the hell else am I supposed to do? Ignore it? It's very helpful!
Exert your Mind to activate. You may only 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 + Technology 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.
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 Jester shines in the flickering light of the campfire, bringing his lute and unerring wit to bear against the fears and stress his companions suffer.
His songs heal.
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 + 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.
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.
During a Downtime, Grace can banish traumas from her or another’s mind by singing the nursery rhymes she used to calm herself down in the past. Usually, it’s “Rain, Rain, Go Away”… sitting across from the target, holding their hands, the way she thought it should be. All that’s really required is spending time relaxing and listening.
It was getting difficult to deal with the torrents of trauma from the jobs, and Grace can’t exactly go and see a normal therapist. Happy thoughts are already in her toolkit.
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, you may 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 Treat the dead with respect, they can hear you; and while they might not care enough about you to take offense, Grace certainly cares enough about them to get offended in their place. for the next month. If they violate this rule, your treatment is immediately reversed.
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.