Regeneration

Recuperation

Tier: Novice (upgradeable to Seasoned)
Type: Active
Duration: Outcome in turns

You have established a way to recover from injuries faster than normal, whether through science, magic, or pure fortitude. When you take this power you must decide what gives you this ability, and what skill correlates with it. As always, GM approval is required.

Your Wound Level drops by 1 per turn for a number of turns equal to the results of your activation roll. Wound Level applies as a penalty to the roll (Negligible: -1; Light: -2; Moderate: -3; Serious: -4; Critical: -5; Terminal: -6; Mortal: -7). Can be used reflexively, even if unconscious (e.g., Terminally or Mortally Wounded), but still costs an action and incurs Depletion. You can reduce your Wound Level by no more than your relevant skill modifier; you are then unable to use Recuperation again until 24 hours have passed. (This operates exactly like a Medicine roll except that it requires no medical equipment and is much faster.)

Possible Flaws: Untreatable (you can no longer heal by mundane means); Does not activate when you are unconscious or otherwise unable to take actions (instead, someone else must activate it through a prescribed method, such as by administering a potion or bandage)

Possible Enhancements: Concealed, Delayed, Triggered, Chew Anything, Diehard, Digestion, Final Blow, Iron Lungs, Nourishment, Punch Anything, Tested, Tireless, Passive (Seasoned or above)

Examples of Recuperation

Mental Recuperation

Tier: Novice (upgradeable to Seasoned)
Type: Active
Duration: Outcome in turns

Your mind is as resilient as it is strong. You can recover Stability at a rate of 1 level per turn for a number of turns equal to the results of a Discipline roll (or other roll as appropriate to the character). You must apply a penalty equal to the levels of Stability lost (Startled: -1; Scared: -2; Shaken: -3; Disturbed: -4; Delusional: -5; Gibbering: -6; Shattered: -7). At most, you can recover a number of levels equal to your Discipline (or other) modifier; you are then unable to use Mental Recuperation again until 24 hours have passed.

Possible Enhancements: Concealed, Delayed, Triggered, Diehard, Fearless, Final Blow, Focused, Hard to Control, Hard to Influence, Hard to Possess, Indomitable Will, Iron Lungs, Psychotic Break, Tireless, Unemotional, Warning, Passive (Seasoned or above)

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