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). 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 and you are fully rested. (This operates exactly like a Medicine roll except that it requires no medical equipment and is much faster.)

Recommended Flaws: You can no longer heal by mundane means.

Possible Enhancements: Concealed, Delayed, Resistance, Final Blow, Tireless, Iron Lungs, Punch Anything, Chew Anything, Digestion, Nourishment, Diehard, Passive (Seasoned only)

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 and you are fully rested.

Possible Enhancements: Concealed, Delayed, Resistance, Fearless, Psychotic Break, Warning, Passive (Seasoned only)

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