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Psychic Powers in the 'Verse

Trait (Asset): Healer, Trained (Major)

You fix people. In fact, you fix people better than most mechanics can fix engines, 'cause all you gotta do is concentrate. Well, mostly. Okay, it's a smidge tougher than that, but you can save folks from stuff that the best doctors in the Core couldn't help with. You can also do a few other things, not all of 'em pleasant. Them that can put bodies back together can sometimes take 'em apart, too...

Checkup
(Biorhythm): You can determine a target's general health, injuries, illnesses, and so on. This functions identically to the Medical Expertise skill for examination purposes, except it functions instantly and requires no equipment.
Fixin'
(Biokinesis): You heal folks. Use the Healing Difficulty and Wounds table on page 159 of the Serenity core book, except double the number of Wounds that can be healed at a particular difficulty level, and the Healer can choose to Fix a lower number of Wounds than the target is suffering from. An instant Fixin' check can only be made once a day (and requires the expenditure of one Stun or Plot Point), but a Complex Action can be used to heal the severely wounded at five minutes per roll, using the Surgical Difficulty column (this does not require Stun or Plot Points). Stabilizing a dying character is an automatic action that does not require a roll.
Changin'
(Shapeshifting): You can alter the shape, and even nature, of a target body given time. Changing any body but yours is a Complex Action, all but the most cosmetic changes being at least of Formidable difficulty. You can change your own body as a standard action, but the same sort of difficulty applies. One significant change is Formidable, with each additional significant change adding one level of difficulty. 20%+ changes to mass, extreme skin and hair coloration (but the two together can count as one change), gender, skin texture (scales, fur), bone structure, and any sorts of 'natural' weaponry such as chemical excretions or claws/teeth count as significant changes. Minor (hue or shade) changes to coloration, slight morphology alterations, and other such mundane considerations only require an Average check. None of these changes can provide Allure, however, as that Trait requires more than just good looks, but also the ability to use them to their best advantage. Ugly as Sin and Memorable can be hidden temporarily, but the former is the result of massive damage to the body which undoes the Changin' in 1d6 x 10 minutes, and the latter will either do the same or show through the first time the altered character fails a Willpower + Performance/Acting check
Beatdown
(Ch'i Strike; prerequisite: Fixin'): You learned how to heal; now you know how to harm. This power is an opposed roll vs. Willpower + Discipline; the amount of success is how much damage is done. Beatdown can do Stun, Basic or Wound damage at the Healer's desire. While invisible to most folk, psychics (including those with untrained psychic Traits) can see this attack clear as day, and it looks like a violation of the 'Verse itself. Better be needin' to do this awful bad.
Regen
(Regeneration; prerequisite: Fixin'): You automatically heal damage. Every (10 - # of steps bought in this specialty in minutes, min. 1), you get a free Vitality + Regen roll against Average difficulty; a regular success heals 1d4 damage (Wounds first, then Stun), while an Extraordinary Success heals 2d4 (as above). You're also virtually immune to disease, and who knows? You're not sure you even age any more...
Droppin'
(Biochemistry; prerequisites: Fixin', Changin'): You can cause a body to generate pretty much any chemical you want. This is typically an opposed check, with the target rolling Vitality + Discipline (Healthy as a Horse definitely applies) to resist. More unusual chemicals grant the target a bonus, but them as are Hooked drop two steps for Minor and four for Major! Unopposed checks should be eyeballed based on the complexity of the chemical compound.
Block
This is a rare specialty, as its only use is to deflect uses of Healer. Still, when someone's tryin' to Drop you or do a Beatdown, it can be a real lifesaver.

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