Post by wayne on Jun 22, 2004 7:38:50 GMT -5
Here's one the game has been needing for a while.
OMEGA-LEVEL HEALING
Cost = Action Number + 7
Description
This is healing as used by Josh in the latest issues of New Mutants: healing so powerful as to repair at the molecular level.
As for the specifics, pretty much anything you can think of biologically that can be healed can be done with this power, short of resurrection (although yes, it can be used to restore someone who's only *clinically* dead--their heart and/or brain activity has stopped--but only within a few panels, at GM discretion.)
You may include one specialty per Action Number, and add a new specialty per increase in Action Number.
Specialties include, but are not limited to:
[/li][li]Regeneration[/b] (limbs, organs, etc.)
[/li][li]Health Recovery[/b] (three stones per white stone recovered)
[/li][li]Sustaining Life[/b] (if, say, target has no air)
[/li][li]Poison Removal[/b] (GM determines difficulty)
[/li][li]Cure Diseases[/b] (GM determines difficulty)
[/li][li]Reduce Effects of Aging[/b] (both appearance and long-term health effects)
[/li][li]Repair Genetic Damage/Alterations[/b] (yes, including from Genetic Engineering; GM determines difficulty)
[/li][li]Restore Brain Damage[/b] (but not Mental Damage; may include memories that were lost due to damage)
[/li][li]Fitness Enhancement[/b] (temporarily improve fitness, etc... improve Abilities of target up to 3 each by spending 1 stone per level increase per Ability per panel it's supposed to last)
[/li][li]Biological Compensation[/b] (to actually alter one's physiology to compete with a harsh/deadly environment. Is permanent, and has resistances in the dozens for simple changes. Subject to GM oversight, and limited to directly survival-oriented changes.)[/li][/ul]
Note that unlike simple Medical or Mutant Healing, there's no limit to the number of times you may use any aspect of the power within a day. (And, of course, no tools are needed.)
Options
Comments
Every role-player knows how valuable healers can be. Here's your chance to finally make use of true healing potential. .
Rule for Action Box:
OMEGA-LEVEL HEALING
Cost = Action Number + 7
Description
This is healing as used by Josh in the latest issues of New Mutants: healing so powerful as to repair at the molecular level.
As for the specifics, pretty much anything you can think of biologically that can be healed can be done with this power, short of resurrection (although yes, it can be used to restore someone who's only *clinically* dead--their heart and/or brain activity has stopped--but only within a few panels, at GM discretion.)
You may include one specialty per Action Number, and add a new specialty per increase in Action Number.
Specialties include, but are not limited to:
- Energy Restoration
[/li][li]Regeneration[/b] (limbs, organs, etc.)
[/li][li]Health Recovery[/b] (three stones per white stone recovered)
[/li][li]Sustaining Life[/b] (if, say, target has no air)
[/li][li]Poison Removal[/b] (GM determines difficulty)
[/li][li]Cure Diseases[/b] (GM determines difficulty)
[/li][li]Reduce Effects of Aging[/b] (both appearance and long-term health effects)
[/li][li]Repair Genetic Damage/Alterations[/b] (yes, including from Genetic Engineering; GM determines difficulty)
[/li][li]Restore Brain Damage[/b] (but not Mental Damage; may include memories that were lost due to damage)
[/li][li]Fitness Enhancement[/b] (temporarily improve fitness, etc... improve Abilities of target up to 3 each by spending 1 stone per level increase per Ability per panel it's supposed to last)
[/li][li]Biological Compensation[/b] (to actually alter one's physiology to compete with a harsh/deadly environment. Is permanent, and has resistances in the dozens for simple changes. Subject to GM oversight, and limited to directly survival-oriented changes.)[/li][/ul]
Note that unlike simple Medical or Mutant Healing, there's no limit to the number of times you may use any aspect of the power within a day. (And, of course, no tools are needed.)
Options
- +3 to Cost Level to be able to heal mental damage as well (although, like Psychiatry, expect it to take a while.)
Comments
Every role-player knows how valuable healers can be. Here's your chance to finally make use of true healing potential. .
Rule for Action Box:
- Unlimited healing of targets, up to near-death
- list specialties