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Rank Ability 1 Empathy, Cure Infection. Disease, Headaches, Fever 2 Soothe Pain, Prolong Life 3 Heal Wounds, Transfer Fatigue 4 Neutralize Poison, Graft Skin 5 Repair Muscle, Preserve Dead 6 Repair Bones 7 Repair Tissues and Organs 8 Resurrect the Dead 9 Regenerate Limbs and Joints 10 Regenerate Trunk, Head and Vital Organs
A healer must expend as many Fatigue Points as the Rank at which he acquires an ability he uses. Example: The regeneration of limbs (rank 9 ability) will cost the healer 9 Fatigue Points. A healer may use only his empathy ability if he is handless. A healer may use any of his abilities (with the exception of resurrection) upon himself. A healer must "lay hands" (place his hands) on a being on whom he is to use any of his abilities but empathy. When he does so, he can automatically detect the surface emotions of the being. he is healing. A being's surface emotions are those which currently occupy their conscious mind. The GM informs the healer of the general feelings of the being with which he has empathy. Example: A healer lays hands on a comrade who has suffered a Grievous Injury. The GM informs the healer that his comrade feels great pain. If the healer lays hands on an assassin who is feigning injury to lull any suspicion the healer may have, the GM will inform the healer of the assassin's murderous intent just before he announces the result of the assassin's attack. A healer may also choose the ability of non-tactile empathy (though this has its disadvantages; see below). A healer with such empathy may attempt to detect the surface emotions of a being no more than (2 x Rank) feet away from him at a cost of 1 Fatigue Point. The healer's success percentage is equal to his ([Perception] + 10 x Rank]) if the other being consents to empathic communication. Subtract twice the being's Willpower if he Actively Resists (see 31.2) the detection of his surface emotions. If a healer chooses the non-tactile empathy ability, subtract his Rank from his Base Chance to strike in Close Combat, and subtract one-half his Rank in Melee Combat (Example: A healer of Rank 8 would have 8% subtracted from his Base Chance in Close Combat and 4% subtracted in Melee Combat). If a healer only has empathy when laying on hands, subtract one-half his Rank from his Base Chance in Close Combat, and one-fifth in Melee Combat. (Round fractions down in all cases.) A healer cures fevers and diseases, neutralizes poisons and grafts skin in much the same manner that medicines and antidotes do. When a healer attempts to cure a being of an affliction (i.e., fever, disease, or skin problem), his success percentage is ([15 x Healer's Rank] + [Patient's Endurance]). The GM rolls percentile dice: if the roll is less than or equal to the success percentage, the patient is cured. If the roll is greater than the success percentage, the patient subtracts 10 from his next dice-roll to see if he naturally recovers from his affliction. A healer must spend (30 - [2 x Rank]) minutes to implement any of the abilities covered in this rule. A healer automatically neutralizes the effects of natural venom. A healer may automatically neutralize the effects of a synthetic poison created by an alchemist of equal or lesser Rank. His success percentage to neutralize a synthetic poison produced by an alchemist of greater Rank than he is equal to (50 - [5 x Difference in Rank]) %. A healer does not cure any bodily damage (e.g., Endurance Point loss, broken bones) previous to his laying on hands on the patient with this particular ability. A healer may soothe pain and prolong life. When a healer uses his soothe pain ability, he numbs his patient's nervous system so that it will not transmit pain sensations to his brain. The ability also has a soporific effect upon the patient, so that he will not inadvertently injure himself while unable to distinguish hurtful actions. The GM may, at his discretion, permit the healer to use this ability as if he had fed or injected his patient with a local or general anesthetic, tranquilizer, etc. The effects of the soothe pain ability last for the healer's (Rank squared) hours. When a healer uses the prolong life ability, add D10 x ([Healer's Rank] +[Patient's Endurance] ) days to the life of his patient. A patient's life may not be prolonged to over three times his natural life. A being with a prolonged life has a reduced chance of resurrection. A healer must spend (60 - [5 x Rank]) seconds to implement the first ability, and a like number of minutes to implement the second. A healer can cure Endurance Points and transfer Fatigue Points. When a healer uses the cure wounds (i.e., Endurance Points) ability, the patient is cured of D10 + (Rank - 5) Damage Points. When a healer uses the transfer fatigue (points) ability, his patient gains one Fatigue Point for each Fatigue Point the healer expends (above the fatigue cost to use the ability). A being may never have more Fatigue or Endurance Points than the value of the relevant characteristic. Excess points cured by the healer have no effect upon the patient. A healer may not use the cure Endurance Points or transfer Fatigue Points abilities while on the Tactical display (i.e., not while in combat). It requires (11-Rank) minutes each time the healer implements either of these abilities. A healer may repair torn, damaged, or broken muscles, bones, tissues and organs. At least one-half of a muscle, bone, or organ to be repaired must remain in the patient's body if the healer is to use one of these abilities. Tissue may be grown from existing material in or on the patient's body. The healer must spend (50 - [3 x Rank]) hours laying hands on the patient and the body part will be whole again. Generally, these abilities will be used to repair the effects of Grievous Injuries. A healer can act as a cosmetic surgeon. First, he sedates his patient with the soothe pain ability. He then slices and reshapes the skin, muscles, and bones which are deemed unsightly, and makes them whole with the appropriate repair ability. Unless the healer has gained the regeneration abilities, it is best that he work with a healer partner. A healer can preserve the body of a dead being in the hopes of having him resurrected. A healer may attempt the resurrection of a being who is no more than (10 x Healer's Rank) hours dead. However, a healer can suspend the time limit on resurrection by preserving the dead body of a being. Each time a healer uses the preserve dead ability, the body will not "age" for a number of days equal to the healer's Rank. A healer must lay hands on a dead body for (60 - [5 x Rank]) minutes to preserve it. A healer must have a body part at least the size of a torso to attempt the resurrection of a being. A healer will not succeed if he attempts the resurrection of a living being from a severed body part (there is only one life-force). If a body is completely destroyed (perhaps burned), which prevents the resurrection of the being, that thing may become a revenant. When a healer attempts to use the resurrect the dead ability, the base success percentage is equal to ([8 x Healer's Rank] )+[Patient's Endurance] ). The base percentage- is modified as follows: Subtract 5% if the healer is death-aspected; Subtract 5% if the patient is death-aspected; Subtract 1% for each year (or fraction thereof) the patient's life has been prolonged; Subtract 1% for each day of regeneration (see 55.8) it would normally require to make the patient's body whole; Subtract 10% if the patient's body is whole but suffered Damage Points equal to or greater than twice his Endurance when he died (the patient's slayer may carve up the body to bring this provision into effect); and Subtract 10% for each unsuccessful resurrection attempt since patient died. The minimum success percentage for resurrection is equal to the Rank of the healer, regardless of the total modifiers. If the roll in D100 is equal to or less than the success percentage, the patient is resurrected with his body whole. His Endurance is decreased by one, though all of his other values remain as before he died. If the roll is greater than the success percentage, the, patient is not resurrected and his Endurance is decreased by one. His body is preserved for one full day after an unsuccessful resurrection attempt. If the roll for resurrection is equal to or greater than (90 + [Healer's Rank]), the healer has summoned a malignant phantasm, rather than his patient's life-force. The phantasm will drain some power from the healer, reducing his Endurance value by D10-5 (minimum of 1). The phantasm will then return to the netherworld. When a being's Endurance Value is reduced to zero or less, that being may no longer be resurrected. Presumably, what remains of his life-essence is absorbed by one of the Great Powers. A dead character may take no action with his body. An Adept may compel his body to speak by spell, and his life-force may be placed in another body. which the player would then control. If a character's life-force is placed in another's body, he retains any magical abilities; his skill Ranks are halved (rounding down), his combat abilities are those of the previous inhabitant of the body. The temporary union of life-force and body uses the value of the body's first four characteristics, and the value of the life-force's characteristics for the remainder. A healer can regenerate every portion of a being's body. A being's vital organs are his heart, liver, stomach, small and large intestines, kidneys, genitals, brain, and eyes. A healer must spend (15 - [Rank]) days regenerating each vital organ (i.e., creating a new one). A regenerated vital organ will immediately begin to function if enough of the rest of the being's body is in working order. Otherwise, the vital orphan will be dormant until the healer can repair or regenerate the necessary body parts. If a portion of the body has been severed, or there is a hole in a being's anatomy, the GM measures the body part of the player which corresponds to that which is missing from the character's body. The healer will require a number of days to regenerate the character's missing body part equal to the measurement in inches of the player's corresponding part. The character's race does not affect the time requirement; the circulatory system regenerates at a constant rate for every race. Example: A character's arm has been severed at the shoulder. His player's arm measures 24 inches. The healer can regenerate the character's arm in 24 (not necessarily consecutive) days. A healer can manufacture certain potions in conjunction with an alchemist Potion Base Value Cure Disease 400 Cure Fever 400 (Graft) Skin Salve 450 Neutralize Poison (specify type) 500 Cure Endurance Points 1000 Prolong Life 1500
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