Healing

HEALING (GENERAL)

Name Type Action Range Duration Resistance Base Cost
Healing General Standard Close Instant - 2 per rank

You can heal Damage conditions by touching a subject and taking a standard action to make an Easy (DC 10) Healing check. Each degree of success healing one Damage condition, starting with the subject’s worst condition, and working down, as if the subject were recovering rapidly. If the subject is dying, the highest degree of success stabilizes the subject, then you remove any failed death or sanity saves (count each as a different condition), then removing the dying or demoralized condition. If the Healing check fails, you must wait one minute or use extra effort in order to try again.

You can also use your healing effect to grant a subject an Advantage equal to your Healing rank on resistance checks against effects with disease or poison descriptors. The bonus applies to the subject’s next resistance check against the effect.

You can use Healing on yourself, provided you are still capable of taking the standard action needed.

Every time you use your healing effect, you add 1 Stress to the target for every 2 wounds or conditions healed (Supernatural healers can choose to add some or all of the Stress to themselves instead though). If only some of the Stress can be added, then only some of the healing occurs.

Healing does not work on subjects unable to recover on their own, such as creatures with no Stamina rank or inanimate objects.

BRINGING BACK THE DEAD
You can bring a dead creature back to life with the Resurrection Extra, but some conditions must be met to do so. If a body is decayed or missing limbs or organs, the Restorative Extra will be needed as well. To bring a creature back to life, the healer will need either the heart or brain (even a damaged heart or brain will do) and a soul. A body can be brought back to life with the soul of someone else, but with the consciousness of the soul used. To return the original soul to the body, it must be available to return to the body. A destroyed soul is gone and cannot return. A soul already inhabiting a new body, or one being held captive also cannot return. A soul unwilling to return can make a Will resistance check to resist being resurrected, gaining advantage depending on how long they have been dead. A soul dead for hours gains +1 Advantage, for days +2, for weeks +3, for months +4, and for years +5

EXTRAS
Action: This extra reduces the action required for you to use Healing. You cannot use Healing more than once per turn regardless. To heal multiple subjects at once, apply the Area modifier. +1 cost per rank

Affects Objects: Your Healing can also “heal” damage to non-living subjects. You make a Healing check against the subject’s worst damage condition, as normal. +1 cost per rank

Area: Healing with this extra grants the same benefit to all subjects in the affected area. Area Empathic Healing (see this power’s Flaws) is an unwise combination, as the healer takes on all of the damage conditions of the affected subjects at once! +1 cost per rank

Court: Applied to Ranged Healing (following), Court Ranged Healing does not require an attack check to “touch” the subject, just that the subject can hear or see you. +1 cost per rank

Energizing: You can heal the fatigued and exhausted conditions as well as damage conditions. +1 cost per rank

Gossip: Applied to Court Healing (previous), Gossip Ranged Healing does not require an attack check to “touch” the subject, just that you know and have a medium connected to the subject. +1 cost per rank

Persistent: Your Healing can remove even Incurable effects (see the Incurable modifier), but adds an additional 1 Stress per 2 wounds or conditions healed to the target. +1 cost per rank

Ranged: Ranged Healing requires an attack check to “touch” the subject with the Healing effect. The GM may waive the check for a willing subject holding completely still, but the subject is defenseless that round, making it an unwise decision in the midst of combat. +1 cost per rank

Restorative: Your Healing effect can heal restore lost body parts and restore Ranks removed by Weaken effects as well. You heal Ranks to the affected trait or restore body parts after any Wounds the subject has have been healed. +1 cost per rank

Resurrection: You can restore life to the dead! If the subject has been dead for fewer minutes than your Healing rank, make a Hard (DC 10 + Level x 4) Healing check and the subject and healer both suffer 1 rank of Stress. If successful, the patient’s condition becomes incapacitated, as if just stabilized. If the check fails, you can only try again using extra effort. For an additional +1 cost per rank and +1 Stress rank you can increase the time from minutes to hours, from hours to days for +2, from days to weeks for +3, from weeks to months for +4, and from months to years for +5 (the additional stress is added dependent on how long they have been dead). In addition the healing check is made with disadvantage depending on how long they have been dead. If the soul was dead for hours you suffer a -1 Disadvantage, for days -2, for weeks -3, for months -4, and for years -5. +1 cost per rank

Selective: Area Healing may have this extra, allowing you to choose who in the area does and does not gain the benefits. +1 cost per rank

Stabilize: You don’t need to make a Healing check to stabilize a dying character, your Healing effect does so automatically, although it still requires the normal standard action. Flat +1 point

FLAWS
Empathic: When you successfully heal someone else of a condition, wound, or weakened trait, you acquire the condition, wound, or weakened trait yourself and must recover from it normally. You can use Healing and Regeneration to cure your own conditions and wounds. You can have the Resurrection modifier for Healing, but if you successfully use it, you die! This may not be as bad as it seems if you have Immortality, allowing you to return to life (see the Immortality effect for details). –1 cost per rank

Limited: Examples of ways in which Healing may be Limited include: One Type of Damage (such as energy or bludgeoning damage), Objects (in conjunction with Affects Objects), Others (you can’t use Healing on yourself), or Self (you can only use Healing on yourself). -1 cost per rank

Temporary: The benefits of your Healing are temporary, lasting for the encounter. The subject then regains any damage conditions you healed. These conditions stack with others the subject acquired since the initial healing, which may result in more severe damage or even death. -1 cost per rank

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