Healing

Type: Alteration

Action: Full (active)

Range: Touch

Duration: Instant

Saving Throw: Fortitude (harmless)

Cost: 2 points per rank

You can heal damage conditions by touch. With a full-round action, you can do any one of the following:

• Grant a character an immediate recovery check for the subject’s worst damage condition, with a bonus on the check equal to your Healing rank. Bruised and injured conditional heal automatically with no check required.

• Grant a bonus on saving throws equal to your Healing rank against effects with disease or poison descriptors (or, in most cases, the Disease or Poison extras, see Extras, following). The bonus applies to the subject’s next save against the effect.

• Stabilize a dying character with a DC 10 Healing check. If the power check fails, you must wait the normal recovery time for that condition or use extra effort in order to try again. If it is successful, you can use Healing again normally. You must maintain contact with the target for the entire action required for the Healing effect to occur. The subject must take a full-round recover action, like using a hero point to recover (see Recover, M&M, page 121). The subject must also fail the saving throw against the effect. Willing and unconscious subjects are assumed to do both automatically.

You can use Healing on yourself. You can’t cure your own stunned, staggered, or unconscious conditions or stabilize yourself (since you have to be able to take a full-round action to use your Healing effect). Your own recover action is part of the full-round action required to use Healing. You can use Healing to cure your own disabled condition, but doing so is a strenuous action. If the recovery check is successful, you suffer no ill effects. If it is not, however, your condition worsens to dying. If you can use Healingas a reaction, it can cure any of your conditions and its use is not considered strenuous. Since Healing allows a Fortitude saving throw, it does not work on subjects Immune to Fortitude effects since they are assumed to save, and automatically succeed. It also doesn’t work on subjects with no Constitution score, since they are, by definition, not living. (See the Affects Objects extra for a version of Healing that affects such subjects.)

POWER FEATS

• Stabilize: If you have this power feat, you don’t need to make a Healing power check to stabilize a dying character, your Healing effect does so automatically, although it still requires the normal action to use. You still cannot stabilize yourself unless your Healing is usable as a reaction.

• Persistent: You can heal Incurable damage (see Incurable in the Power Feats section of this power).

• Regrowth: When healing a disabled condition, you cause any lost or destroyed organs and limbs to regenerate as well.

• Reversible: Note that this power feat does not apply to Healing, since it restores subjects rather than imposing a condition from which they can recover.

EXTRAS

• Action: This extra reduces the action required for you to use Healing, but does not affect the recovery action required of the subject. You cannot use Healing more than once per round regardless. To heal multiple subjects at once, apply the Area modifier.

• Affects Objects (+1): Your Healing can also “heal” damage to non-living subjects without a Constitution score or Immune to Fortitude effects. The recovery check is made normally, using your Healing rank as the bonus, since the subject has no Con score. If you are limited solely to repairing objects, this is a +0

modifier. If you can heal or repair as needed, it is a +1 modifier.

• Area: Healing with this extra grants the same benefit to all subjects in the affected area. Area Empathic Healing is an unwise combination, as the healer takes on all of the damage conditions of the affected subjects!

• Contagious: Since Healing is an instant effect that removes conditions (restoring subjects to the normal condition) rather than imposing them, it cannot be Contagious.

• Duration: Healing’s duration cannot be changed from instant. For a more long-term or “perpetual” Healing effect lower the action required for Healing or use Regeneration later in this chapter.

• Energizing (+1): You can grant an immediate recovery check for fatigued and exhausted conditions as well as damage conditions. However, you take on the subject’s fatigue condition and you cannot use Healing to eliminate your own fatigue conditions (although you can still use hero points to recover from them). If the subject’s recovery check fails, you must wait the normal recovery time or use extra effort to try again.

• Range: Healing with this extra can affect subjects at normal range, requiring a ranged attack roll to successfully “touch” the subject with the Healing effect. The GM may waive the required attack roll for a willing subject holding completely still (or a helpless subject unable to move), but the subject is also treated as helpless against other attacks that round, making it an unwise decision in the midst of combat. Healing with two applications of this extra is usable at perception range and does not require an attack roll to “touch” the subject.

• Restoration (+1): Your Healing effect can restore power points lost to traits from effects like Drain with the appropriate descriptors, such as injury, disease, or poison. You restore 1 power point per Healing rank to the affected trait(s). If you can only restore ability points, this is a +0 modifier.

• Resurrection (+1): You can restore life to the dead! If the subject has been dead for fewer minutes than your power rank, the subject makes a DC 20 Con check with a bonus equal to your power rank. If successful, the patient’s condition becomes disabled and unconscious. If the check fails, you can’t try again.

If you apply the Progression feat, move the maximum amount of time a subject can be dead one step up the Time Table (from power rank minutes to power rank x 5 minutes, then power rank x 20 minutes, power rank hours, and so forth).

• Selective Attack: Area Healing may have this extra, allowing you to choose who in the area does and does not gain the effect’s benefits.

• Total (+1): You can heal multiple damage conditions with one use of Healing. For every 5 points the recovery check (including your Healing bonus) exceeds DC 10, the subject’s next worst damage condition heals as well. For example, with a DC 40 Healing check result, the subject would heal from six damage conditions, from most to least severe. This would allow a dying subject to stabilize and completely recover from any and all damage conditions.

FLAWS

• Empathic (–1): When you successfully cure someone else of a condition, you acquire the condition yourself and must recover from it normally. You can use Healing and Regeneration to cure conditions you acquire in this way. You can have the Resurrection modifier for Healing, but if you successfully use it, you die! This may not be as bad as it seems if you have Regeneration ranks applied to Resurrection, allowing you to return to life (see the Regeneration effect for details).

• Faith (–1): You can only use Healing on subjects with the same allegiance as your own (see Allegiance, M&M, page 118, for details). This may represent a Healing effect limited to those of the same faith or beliefs, such as one bestowed by a patron deity. If your Healing works on everyone but those of an opposing allegiance, this is a 1-point Power Loss drawback (if that, depending on the GM’s judgment).

• Limited to Lethal or Non-Lethal (–1): You can only cure one type of damage condition: lethal or non-lethal, chosen when you acquire Healing. The effect does nothing for the other type of condition.

• Limited to Others (–1): You can only use Healing on others, not yourself.

• Personal (–1): You can only use Healing on yourself and not others. Your Healing is reduced to personal range.

• Restorative: Healing is by nature restorative and therefore cannot apply this flaw.

• Temporary (–1): The benefits of your Healing are temporary, lasting for a short time, after which the subject’s damage returns. The Healing benefits last for one hour, then the subject regains any damage conditions you healed. These conditions stack with any others the subject acquired since the initial healing, which may result in more severe injuries or even death. If your Healing is even more temporary than an hour, apply a 1-point power drawback

for each step down the Time Table (20 minutes, 5 minutes, 1 minute, etc.) to a minimum of a full round, keeping in mind the effect must have a final cost of at

least 1 power point.

• Tiring: The effects of this flaw are in addition to the Energizing and Empathic modifiers. So using Tiring Energizing Healing to restore fatigue is doubly fatiguing for you.