Description
Athena's power works as the opposite of Compound. Any wound she comes into contact with will quickly recover before her eyes in a swirl of pure anguish, pain, annoyance, and regret. It sometimes manifests supernaturally with small black whisps that may hurl insults at whoever is nearby.
System
Exert your Mind and spend 1 Minute treating a specific Injury on a Living target. Roll Intellect + Medicine ( dice) Difficulty 10 - 4. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and fully, Properly Stabilized. It will heal the rest of the way at its natural rate.
You cannot target yourself, and you cannot target the same Injury more than once.
Enhancements
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Heal Thyself
(You may target yourself)
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Preventative Care
(Treatment removes all Battle Scars caused by the Injury, even those that would not heal with Proper Stabilization.)
Drawbacks
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Exhausting
(After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.)
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After-care Instructions
(All of your treatments place the same, specific restriction on the patient. The restriction lasts a month (until the end of their next Contract for Contractors), and if they ever break it, the treatment is immediately reversed.)
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Aftercare restriction - Your wounds can't be supernaturally healed by any force other than Athena's for a month.
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Traumatic
(You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.)
Parameters
Potency:
2 ( 4 )
Cast Time:
1 ( 1 Minute )
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