Viewing Effect - Mend Trauma
Heal mental scars and instabilities

Create a Mend Trauma Power


You are capable of treating mental health issues with incredible effectiveness. Treatment takes some time, but you gain an understanding of the source and nature of your patient's traumas as you work.


Exert your Mind and treat your patient for [[treatment-time]]. During treatment, your patient may choose to reveal one or more of their Traumas to you. You learn the details of these Traumas, including the circumstances of how they were acquired. When treatment is complete, Roll [[therapy-roll]]. If you are successful, you may remove one of the patient's revealed Traumas.

This Power has no Experience cost for you or the patient.

Treatment does not have to be non-stop, and can consist of several sessions.


Sure-Fire (Does not require a roll to activate)

Heal Thyself (You may target yourself)

Strict Regimen (Upon treatment, you may specify a clearly-defined behavior that the patient must adhere to. If they violate the rule, the treatment is immediately reversed.)

Stabilize (You may choose to use this Power to stabilize a target's Mind. Treatment takes 30 seconds. If you are successful, restore 2 Mind damage.)
You cannot use this Power on the same target more than once per day. Using this Power in this way does not cure Traumas.

Suppress (You may choose to use this Power to temporarily relieve any number of the patient'sTraumas. In this case, Treatment takes 30 seconds and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.)
Using this Power in this way does not cure Traumas.

Group Therapy (You may treat any number of targets at once, but any Traumas revealed are revealed to the entire group.)
This Enhancement can be used with the Enhancement Suppress, but not with the Enhancement Stabilize.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.


Traumatic (Make a Trauma roll when you use this power)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
After-care Instructions (All of your treatments place the same, specific restriction on the patient. The restriction lasts a month, and if they ever break it, the treatment is immediately reversed.)
This restriction should be a significant negative. For example: "the patient cannot travel more than 45 Mph," or "The patient cannot be soaked in water." The patient is aware of this requirement.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Treatment Time

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: -1

  1. One Downtime
  2. One Day
  3. One Minute

Example Powers