HEALING (ALTERATION)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Healing | Alteration | Standard | Close | Instant | - | 2 per rank |
You can heal Damage conditions by touching a voluntary or Incapacitated subject and taking a standard action to make an Easy DC Healing check. You provoke an opportunity attack while healing, and both you and your subject are Vulnerable while healing or being healed, until the start of each character’s next turn. Any wounds the subject has taken count as Disadvantage for this check. If the Healing check fails, you must wait one minute or use extra effort in order to try again.
REMOVING DAMAGE CONDITIONS
Each degree of success on the Healing check removes one Damage condition, starting with the subject’s most severe condition, and working towards the least severe: Incapacitated or Persuaded, Staggered, Dazed, and then 1 Wound until none remain.
If the subject is Dying or Demoralized, the first degree of success stabilizes the subject, then remove 1 failed Death or Sanity save until none remain, and then the Dying or Demoralzed condition, before the other Damage conditions.
Once all other Damage conditions are removed, then remove any Severe Damage conditions taken, starting with Bloodied or Crushed, then Wounded or Shaken. These are special damage conditions that slow recovery and stack with one another. Collectively all of the above are considered Damage Conditions including Wounds, failed Death or Sanity saves, and stabilizing a dying or demoralized subject.
Lasting or more serious injuries are handled as complications and can only be healed by restorative effects. Typically these injuries occur when certain areas are hit or an attack would inflict the Wounded and Bloodied or Shaken and Crushed conditions.
ADDED RESISTANCE
Instead of removing Damage conditions with a succesful Healing check, see above, you can choose to use your Healing effect to grant a subject Advantage equal to your Healing rank on their next resistance check against an ongoing effect.
HEALING LIMITS
Every time you use your healing effect, you add 1 Stress to the target, and an additional 1 Stress for every 2 Damage conditions removed, see above. Supernatural healers can choose to add some or all of this Stress to themselves instead. If only some of the Stress can be added, then only some of the healing occurs.
You can use Healing on yourself, provided you are still capable of taking the necessary Action. Also, Healing does not work on subjects unable to recover on their own, such as those with no Stamina rank, or objects unless you have the Repair modifier.
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. +1 cost per rank
Area: Healing with this extra grants your Healing benefits to all subjects within the Area, see the Area extra for details. Area Empathic Healing is an unwise combination, as the healer takes on all of the damage conditions of the affected subjects at once! +1 cost per rank
Cautious: Neither you or your subject are Vulnerable while healing or being healed. +1 cost per rank
Debate: Applied to Ranged Healing (following), Debate 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 remove the Fatigued and Exhausted conditions from a subject, starting with the most severe. As normal, an Exhausted subject becomes Fatigued when the Exhausted condition is removed. These conditions are counted as Damage Conditions for determining Stress. You cannot use Energizing Healing on yourself. +1 cost per rank
Gossip: Applied to Debate 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 Damage conditions caused by Incurable effects, see the Incurable extra for details, but adds an additional 1 Stress per Stress normally added. +1 cost per rank
Ranged: Your Healing can work on subjects at range. 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 instead of vulnerable that round, making it an unwise decision in the midst of combat. +1 cost per rank
Restorative: Your Healing effect can restore lost body parts and remove Weakened Trait Ranks from the Weaken Trait effect as well. You remove Weakened Trait Ranks to the affected trait or restore body parts after any Damage Conditions the subject has have been removed. These are counted as Damage Conditions for determining Stress.+2 cost per rank
Repair: Your Healing can remove Damage conditions from objects, one condition per degree of success, starting with the most severe. +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 Healing check and the subject and healer both suffer 1 rank of Stress. If successful, the patient’s condition becomes dying, but stabilized. Any additional degrees of success can be applied normally to healing other Damage conditions the subject had when they died. If the check fails, trying again requires Extra Effort. If that attempt fails, you cannot resurrect that subject. 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. +2 cost per rank
Selective: Area Healing can have this extra, allowing you to choose who in the area benefits and who does not. +1 cost per rank
FLAWS
Empathic: When you successfully use Healing on someone else, you take on the Damage conditions, or any other conditions or impairments, you remove from them and must recover from them yourself. You can use Healing or Regeneration as normal. 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 recover from being Dead, see the Immortality effect for details. -1 cost per rank
Gradual: Each degree of success on your Healing check removes one Damage condition, starting with the subject’s least severe condition, and working towards the most severe instead. -1 cost per rank
Limited: Your Healing is Limited in its effect, such as one type of Damage, like energy or bludgeoning, objects only (in conjunction with the Repair extra), others only, meaning you can’t use Healing on yourself, or self only, meaning you can’t use Healing on others. -1 cost per rank
Temporary: The benefits of your Healing are temporary, lasting for the encounter. The subject then regains any damage conditions you removed. These conditions stack with any the subject currently has, which may result in more severe damage or even death. -1 cost per rank





