Recommended Powers
- Aura Reading:
Very
slow. Replaces
diagnosis for Outbreak
(page
40) and Overdose,
Poison and Venom
(page 41). Otherwise, offers the same benefits as Emotion Sense
from Telepathy.
- Cure, Cure Disease, Cure
Injury: All
effectively variations of one another. Will only
heal injuries (Medic!
page 40) and diseases (Outbreak
page
40). It is cumulative
with First Aid (and automatically stops Bleeding
(page 40), if that matters), but will
not
stabilize a mortal wound. Will also cure Afflictions, like Dazed or
Confused (Ergokinesis).
- Disease Shield: Very
situational, but handy during an Outbreak
(page 40).
- Life Extension, level 1
only: Not
useful for PCs, but its existence has implications for ancient
psionic masters, which is totally in genre.
- Sleep: See
Telepathy
- Empathy: See
Emotion Sense from Telepathy.
- Metabolism Control: See
below.
- Protected Power (Psychic
Healing): To
protect against Anti-Psi... though Anti-Psi trying to stop healing
is likely rare.
- Recovery: Handy
for dealing with a defeat.
- Regeneration: See
Below
- Various Flavors of
Resistant: Situational,
but cheaper than Metabolic Control or Disease Shield, which do much
the same thing.
Other Suggested Abilities
Perks
- Healing Bond
- Life Support: To
better deal with mortal wounds
- Natural Doctor: Cure
is better, but this is cheaper.
- Postmortem: Not
as nice as Retrognition, but it'll do the job.
- Psychic Surgery: For
dealing with mortal wounds and other, assorted problems.
- Soothing Touch:
Thematically
very appropriate.
- Auric Squint:
Pyramid #3-69, page 6
- Psychic Medic:
Pyramid #3-69, page 7. Allow the Psychic Healing or Psi Sensitivity
Talent to apply to this as well.
Power Packages
- Empathic Bond: 25
points, Psis 26.
- Regulate Body: 25
points, Psis 26
- Restore Damage:
25 points, Psis 36
- Cellular Control: 50
points, Psis 37
- Lay On Hands: 50
points, Psis 37
Discouraged Powers Powers
- Life Extension, level 2
+: A
character who has the ability to extend the lives of others would be
rare... and highly sought after, but a macguffin, rather than a
player character.
- Regrowth: Overpriced
for what it does, and cybernetics already exist in the setting, thus
a cheaper, and better, alternative.
Metabolism Control [4.5/level]
Metabolism
Control is almost identical
in effect to the Body Control on B181, and fills the same niche.
Expand the Metabolism Control skill
to fill the same role: It also allows you to purge poisons from your
body in the same way (“A successful” Metabolism Control “roll –
adjusted by any modifier to the HT roll to resist the poison...”),
and Martial Arts has an optional rule that allows Body Control to
perform First Aid on
yourself. We'll allow
Metabolism Control to do the same. In both cases, the level of the
power improves both rolls (but not the roll to “fool doctors.”).
You may not purchase more than 10 levels of Metabolism Control.
You may not purchase more than 10 levels of Metabolism Control.
Techniques:
- Body Mastery: (Default: Metabolism Control-4). You may apply our level of Metabolism Control to any HT roll.
Regeneration [9/23/45/69]
This
canonizes the suggestion for additional powers on page 49. Level 1
heals 1 HP automatically every 12 hours, level two heals 1 HP every
hour, level 3 heals 1 HP every minute, level 4 heals 1 HP per minute
or to instantly heal 1 HP per FP spent, up to a maximum of the character's HP stat in a secon (that is, a character with HP 12 can heal 12 HP per second). This power has no skill or techniques; it is a passive
ability.
Statistics: Level
one is Regeneration (Slow, Psychic Healing -10%) [9], level two is
Regeneration (Normal, Psychic Healing -10%) [23], level three is
Regeneration (Fast, Psychic Healing -10%) [45], and level four is
Regeneration (Extreme, 1-10 FP per second -50%, Psychic Healing -10%)
[60] with Regeneration (Fast, Psychic Healing -10%) as an alternative
ability.
General Psychic Healing Concerns
Defeating Psychic Healers
For the most part, the ability to heal is not something one wishes to defeat, except perhaps if the healer protects someone the characters wish dead. The ability to heal oneself, however, makes a character very difficult to defeat. While most Psychic Healers will be virtually immune to disease or poison, they can still be overwhelmed by sufficient firepower. To heal another character costs a great deal of FP, and to heal oneself requires the same. Abilities like Recovery and low-level Regeneration means that the character will be back on his feet fairly quickly, but in the meantime, you could put restraints on the Psychic Healer. Metabolism Control, with the Body Mastery technique, results in a character that can weather nearly any damage without dying or falling unconscious... but eventually, he too will run out of the fatigue necessary to keep using his technique. Thus, all Psychic Healers can be worn down to the point of defeat.Improving Psychic Healing
Aura Enhancer
(Psi-Tech page 23) makes Aura Sight much easier... though it
should be noted the Aura Enhancer helps all medical
characters.
Niche Protection
The Psychic Healer would step on the toes of a Medic character if we had one. Instead, healers have been relegated to supporting robot roles, freeing up this particular niche for whatever psion wishes to take it up. Psychic Healing effectively removes some of the danger of combat, but this is a desirable trait, as Psi-Wars combat isn't meant to be gruesome, lethal or gritty, so having a Psychic Healer wipe away your injuries after ever battle is completely in keeping with genre.
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