HEALING (2)
Trappings: Mystical glow, advanced technology.
Your villain can heal herself and others with a touch. To do so, she must spend an entire action in contact with the patient and make a Spirit roll minus the victim’s wounds. Failure simply indicates a lost action. Success heals one wound instantly, but costs the healer a Fatigue level that fades 24 hours later.
A raise does not heal an additional wound, but does prevent the Fatigue penalty.
Victims with multiple wounds require multiple attempts to heal completely.
Extras can also be returned to action using the same process outlined above. The GM must check to see if an Extra has expired or not before the healer makes her roll. It generally requires a Smarts roll on the healer’s part to recognize whether or not an Extra is beyond saving.
Modifiers:
-Refresh (+2): This power allows a villain to give her comrades a temporary respite. The healer makes a Spirit roll as a flood of healing energies floods out from her in a 24 foot radius. Anyone within, friend or foe, recovers automatically from Shaken.
-Rejuvenation (+3): The villain can heal nonpermanent crippling injuries. This requires a
Healing roll at -2 (and minus any wound penalties) and may only be attempted one time per injury. This is a separate roll from those used to treat any actual wound levels.
-Restoration (+5): The villain can heal permanent crippling injuries. This requires a
Healing roll at -4 (and minus any wound penalties) and may only be attempted one time per injury by this character (a different healer could try again though).
-Revive (+2): The character can remove one Fatigue level from himself or others with a touch and a Spirit roll. Only one level per round may be so relieved. This feat may only be performed once per day on a particular person. Any more than that requires actual food/rest/water/etc.
-Resurrection (+10): The ultimate healing ability is the power to raise a villain from the dead. In Necessary Evil, the body must have been dead no longer than 12 hours and must be reasonably intact (approximately 75%). Resurrected victims return to life with three wounds that fade at the rate of one per week, regardless of any other treatment, magic, miracles or even the Revive modifier to this power.