"I can make the pain go away. Don't worry."

A 2 Gift Mend Trauma Power created by shady.


Dr. Freeman drives his orbitoclast into the eye socket of his patient, and, with two quick sweeping motions, severs the particular connections in the brain responsible for trauma.

This procedure is not without its risks.

System Active

Exert your Mind and treat your patient for One Minute. 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 Charisma + Medicine, Difficulty 7. If you are successful, you may remove one of the patient's revealed Traumas. The patient must make a Trauma roll when you use this power. In addition, roll 1d10. On a 1 something goes horribly wrong: the patient's Intelligence and Wits are permanently reduced by 1, and they receive a new Trauma that cannot be cured with this Power.

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


  • 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.)


  • 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.)
    • Critical Failure Effect - Reduces Intelligence and Wits by 1 permanently and causes a new Trauma that cannot be removed with this Power.
  • Traumatic (Make a Trauma roll when you use this power)


Treatment Time: 2 ( One Minute )

Edit History

- Jan. 3, 2021, 11:09 a.m. - New Cost: 2. Initial power creation