Category:The Mettle of Man
Ability Name: Mettle of Man
Ability Skill: Psychology
Ability Prerequisites: 100/100 Psychology (136 Knowledges)
Summary:
This ability implies an intimate understanding of the building blocks of the sapient mind, and identifying sources that directly affect its functions. So long as the user is able to gain the consent from the target or the target is too out of sorts to fundamentally reject treatment, the user may use this ability to assist in alleviating strain from more extreme mental disorders. This ability will not cure something that is attacking the fundamentals of a person on a constant basis, like several Sparks, Possession, and Curses, but it will help the target in resisting their effects.
This ability will never outright cure the effects of ongoing Sparks, Possession, and Curses, as it is focused on helping the target retain their sense of identity and self during acute bursts of psychosis; as such, it's required that the target continue to speak with Sybil on these matters to keep their mental fortitude high, or risk relapsing. This ability offers diminishing returns based on the strength of the caster, soul, or rank of curse.
Effectiveness:
Magical Intervention:
This will allow a target to break spells that require them to be ignorant of minor changes to their mind, such as competent empathy. The more potent the change in their mind on the day to day, however, offers diminishing returns of clarity, only allowing the target days at a time of being able to think in their own mind, due to core blocks of their mind being changed.
Curse Intervention:
This has no effect on the physical aspect of any curse. Those with curses that affect the mind can contact the user as a means of staving off the inevitable, but this is a means of winding back the clock so that they can atone or find a way to remove the curse, rather than removal of any sort.
Spark Intervention:
This affects a spark's mutation to one's personality and mentality. The more sparks one has, the more noticeable the effect. This ability will never diminish one's mental strain beneath an entire spark's worth, and simply allows the target to understand where their personality begins and ends when it comes to what is being effected. The target will still feel their individual sparks trying to affect them mentally, but at a diminished rate.
Traumatic Intervention:
This ability does not affect conventional trauma, unless it's something that stains the very building blocks of a person. It will only stave off the inevitable by a few trials or bring a moment of clarity for less.
Counterplay:
This ability only sets the clock back on debilitating ailments. As such, murdering the individual, or destroying the building blocks of their mind entirely will make this ability useless. It cannot bring back those already too far gone.
The target must refresh treatment once per season (Two seasons for Expert+ Discipline/Mediation non-stacking). If they fail to do so, within seven trials, their mental health will deteriorate back towards baseline.
This ABSOLUTELY cannot be used on the user's own self.
If a character receives another curse/spark/spell, the ongoing ability only affects those that were present at the time of treatment.
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