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The Non-Denominational Church of Healing

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The Non-Denominational Church of Healing Empty The Non-Denominational Church of Healing

Post by Admin Wed Feb 12, 2014 1:32 pm

The Non-Denominational Church of Healing

Portfolio – Healing, Non-Lethal Combat
-Faith Checks are your rank in a church divided by 10 (round up). So if you have devoted 50 points to a religion, Faith Checks made in that religion would receive a bonus of 5.

Rank - Perk
5 - + 1 Healing, (Buff) You are supernaturally more capable of healing.
[1/1 Fatigue]
Gain 1 success on any roll that involves healing.

10 - Speed Recovery, (Ritual: 1 hour cast, target self) You weave the damaged flesh of your allies to enhance their natural recovery.
[2 Fatigue]
You make a Faith Check. All allies within a 20-foot radius of you gain a bonus equal to ¼ of the result to their next Long-Term Recovery Check.

15 - Minor Cleanse, (Ritual: 1 hour case, target self) You wash away 1 non-lethal diseases that afflict the target. From the common cold to less severe STD’s, this is a popular ability.
[10 Fatigue]
You make a Faith Check, MRC 15 to heal somebody of one minor illness.

20 - Mend Wound (Ritual: Combat Action cast) You coax wounds to close.
[2 Fatigue]
You can perform any use of the Healing skill that normally takes 1-minute or less as part of this
Ritual. When doing so you are always treated as though you are using a Med Unit.

25 - + 2 Healing, (Buff) You are supernaturally more capable of healing.
[2/1 Fatigue]
Gain 2 successes on any roll that involves healing.

30 - Aikido Training (Benefit) You are trained at liberating your enemies’ weapons from their grips.
You gain a +4 to Unarmed Disarm attacks and can become armed with the weapon if you
succeed.

35 - Moderate Cleanse, (Ritual: 1 hour case, target self) You wash away 1 moderate diseases that afflict the target. The Flu, Chicken Pox, various other complicated but not generally immediately life threatening diseases can be treated by this.
[20 Fatigue]
You make a Faith Check, MRC 20 to heal somebody of one minor illness.

40 - Shield of Faith (Enhancement, target ally within 30 feet) You shield your ally with the power of your faith.
[8/2 Stamina]
The target increases its current and max HP in its 1st Damage Track by your Presence Attribute.

45 - + 3 Healing, (Buff) You are supernaturally more capable of healing.
[3/1 Fatigue]
Gain 3 successes on any roll that involves healing.

50 - Rally (Ritual: Combat Action cast, target self) You shout out an inspiring call to arms.
[5 Fatigue]
All allies within 50’ of you regain 5 HP in the 1st and 2nd Tracks, and all Conditions affecting them are Suppressed until the end of your next turn.

55 - Major Cleanse, (Ritual: 1 hour case, target self) You wash away 1 major diseases that afflict the target. Life threatening diseases and STD’s, cancer, conditions affecting major organs can be treated with this power.
[25 Fatigue]
You make a Faith Check, MRC 20 to heal somebody of one minor illness.

60 - Cure Wound (Ritual: Combat Action cast. Target adjacent creature) You rebuild your ally’s body.
[5 Fatigue]
Target creature regains your Willpower + Presence in HP. HP regained in the 3rd Track costs double. Remove the Poisoned state (but not damage already caused by it). This spell will automatically stabilize targets in the Bleed Out Track and Healing spent in that track heals triple.

65 - + 4 Healing, (Buff) You are supernaturally more capable of healing.
[4/1 Fatigue]
Gain 4 successes on any roll that involves healing.

70 - Martyr (Triggered Action: an ally within 30’ takes damage from an attack that would cause them to become unconscious) You draw your ally’s pain into yourself.
[5 Stamina]
You are treated as the target of the attack. You are automatically hit (suffering the same stage of Crit as the Triggering attack). The damage of the attack is rolled again.

75 - Divine Intervention (Ritual: 1 hour cast, target adjacent creature that has died within the last 24 hours and whose body is generally intact) You bring an ally back from the dead.
[6 Fatigue]
The target regains all HP in the Bleed Out Track plus 1 HP in its 3rd Track. The target is Weakened until fully Healed and for 8 hours after. The target suffers [20 Fatigue]. This Ritual cost UEU equal to (the level of the target squared) x 1000 to cast.

80 - Healing Aura (Enhancement: target self) Healing power radiates from you.
[12/3 Stamina]
While within 30’ of you all allies regain HP equal to 1/2 your presence Attribute in their 1st and 2nd Tracks at the beginning of their turn.

85 - + 5 Healing, (Buff) You are supernaturally more capable of healing.
[5/1 Fatigue]
Gain 5 successes on any roll that involves healing.


90 - Angelic Guardian (Ritual: Combat Action cast, target adjacent space) Your patron sends an ally to fight by your side.
[8 Fatigue for as long as the Guardian exists and for 8 hours after]
Summon a Size 3 Natural Companion Of your level to fight at your side. All Companions are armed with a weapon or amp of your choice that grants a +1 to Lethal and attacks, and a +2 to damage. Use the normal rules for commanding companions in combat. The Companion knows all Smiting Talents of Tier 3 or lower that you know. The Companion gains Heavenly, Natural Armor (any), and Flight (1) as well as one of the following sets of abilities:
• The Healer gains Fast Recovery (4), Leader (Holy), and Talent ability (Mend Wounds).

95 - Major Revive(Ritual: 1 hour cast, target adjacent creature that has died within the last month and whose body is generally intact) You bring an ally back from the dead.
[6 Fatigue]
The target regains all HP in the Bleed Out Track plus 1 HP in its 3rd Track. The target is Weakened until fully Healed and for 7 days after. The target suffers [20 Fatigue]. This Ritual cost UEU equal to (the level of the target squared) x 2000 to cast.


100 - TBA

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