Regeneration

Type: Alteration

Action: None (passive)

Range: Personal

Duration: Permanent

Saving Throw: Fortitude (harmless)

Cost: 1 point per rank

REGENERATION RECOVERY RATES

You recover from damage more easily. For each rank of Regeneration you have, choose one of the following benefits:

• Recovery Bonus: You gain a +1 bonus on your Constitution checks to recover from damage. At a +9 or better bonus, you automatically succeed on recovery checks (since they are DC 10).

• Recovery Rate: You make checks to recover from a particular damage condition faster than normal. Each rank moves the rest time required to make a recovery check for that condition one step down the Time Table. So, for example, characters normally get one check per hour of rest to recover from being injured. One Regeneration rank reduces that time to 20 minutes, two to 5 minutes, three to 1 minute, and so forth. If the time is brought below one action (3 seconds), the character gets a recovery check for that condition once per round with no need for a recover action. Each damage condition (Bruised, Injured,

Unconscious, Staggered, and Disabled) requires a separate application of Regeneration ranks, as follows:

Bruised or Unconscious: One rank allows a recovery check after one round, two ranks per standard action, three ranks once per round with no recover action. Bruised conditions recover automatically after the required time, with no check necessary.

Injured or Staggered: One rank allows a recovery check once per 20 minutes, two ranks per 5 minutes, three ranks per minute, and four ranks per round, five ranks per standard action, and six ranks per round with no recover action. Injured conditions recover automatically after the required time, with no check necessary.

Disabled: One rank allows a recovery check per 5 hours, two ranks per hour, three ranks per 20 minutes, four ranks per 5 minutes, five ranks per minute, and six ranks per round, seven ranks per standard action, and eight ranks per round with no recover action. The dying condition is not affected by Regeneration rank, but see the Diehard power feat in the following section.

• Ability Damage: One Regeneration rank allows you to recover a point of ability damage per 5 hours, two ranks per hour, three ranks per 20 minutes, four ranks per 5 minutes, five ranks per minute, six ranks per round, seven ranks per standard action, and eight ranks per round without a recover action.

• Resurrection: You can recover from death! If you die, make a DC 10 recovery check a week later. If successful, your condition becomes unconscious and disabled (from which you recover normally). You must specify a reasonably common effect (or set of uncommon effects) that keeps you from recovering from

death, such as beheading, cremation, a stake through the heart, and so forth. You can increase the rate you make recovery checks from death with additional ranks, separately from your normal recovery rate. At nine ranks you can check to recover from death each round. At ten ranks, you get a recovery check instantly whenever your condition becomes dead. If successful, you don’t die.Total Regeneration—the ability to make a damage recovery check, including resurrection, every round without taking recover actions—requires 35 ranks, not including ranks allocated to recovery check bonus. If you also recover 1 point of ability damage per round, increase cost to 43 ranks.

REGENERATION AND NO CONSTITUTION

Characters lacking a Constitution score automatically fail recovery checks and cannot recover from damage (as they are nonliving beings). One rank of Regeneration applied to recovery bonus allows such characters to make recovery checks, starting at –4, with each additional rank improving the bonus normally (–3 at rank 2, +0 at rank 5, then increasing from there). Once able to make recovery checks, no Constitution characters can apply other ranks of Regeneration

to speed up the time required to make checks.

POWER FEATS

• Diehard: When your condition becomes dying you automatically stabilize on thce following round, your condition shifting to disabled and unconscious, from

which you can recover (and regenerate) normally. This is the same as the Diehard feat (see Diehard, M&M, page 60) only as a power feat. • Persistent: You can regenerate Incurable damage (see the Incurable power feat).

• Regrowth: When you recover from being disabled (whether normally or at an accelerated rate), you re-grow any severed or crippled limbs and organs as well.

• Reincarnation: You must have Regeneration ranks applied to Resurrection to take this power feat. When you make a successful check to recover from death, you can “return” in a completely different form! Re-allocate your power points to different traits as you see fit, limited only by your descriptors, the campaign’s

power level limits, and the GM’s approval. The new form doesn’t even have to be “human,” but choose carefully, since once you return to life, your new form’s

traits are fixed, unless you die again!

EXTRAS

• Action: Regeneration does not require an action, so its action cannot be changed through modifiers. The Action modifier can change the standard action required for Affects Others Regeneration, at the GM’s discretion.

• Affects Objects (+1): Your Affects Others Regeneration can repair (regenerate) non-living subjects with no Constitution score. Reduce the normal recovery bonus granted by your effect by 5; the subject makes recovery checks normally. If your Regeneration only affects objects, this is a +0 modifier.

• Affects Others (+1): You grant another character the ability to regenerate by touch as a standard action. The effect occurs at your normal regeneration recovery rate, so it can be quite slow unless you have a lot of ranks of Regeneration.

Regeneration that Affects Others does not work on subjects with no Constitution score unless the Affects Objects extra is also applied. For “regeneration” that

only affects others, see the Healing effect instead.

• Area (+1): Affects Others Regeneration can have this extra, allowing it to affect everyone in a given area. Use the Selective power feat for the ability to choose who does and does not benefit from the effect.

• True Resurrection (+1): When this extra is applied to your Resurrection ranks of Regeneration (and only those ranks) you do not have to specify a circumstance that prevents your Resurrection; so long as your body is not suffering further damage, you can continue making checks to recover from death. Continuous damage—such as at the bottom of the ocean or in a live volcano—prevents you from recovering fully, since you are damaged as fast as you can recover, unless you are immune to that source of damage.

FLAWS

• Duration: Regeneration’s duration cannot be modified, since the allocation of its ranks determines how fast it operates.

• Source (–1): Your Regeneration only works when you have access to a particular source, such as blood, electricity, natural earth, scrap metal, sunlight, and so forth. Without this source, your effect doesn’t work and you recover at normal speed. At the GM’s discretion, a weaker form of the source means you recover slower (your effective Regeneration rank is lower, in other words, generally at least halved).

• Uncontrolled Reincarnation (–1): This works like the Reincarnation power feat (see this power’s Power Feats) except you don’t get to decide the traits of your new form, the Gamemaster does! Again, the GM is limited by your descriptors and the campaign’s power level limits, and your new form must be built on the same number of power points as your old one. Otherwise, the GM is free to tinker with things like appearance, traits, and so forth, although personality and memories remain intact. You must have Resurrection to have this flaw, which applies only to Regeneration ranks assigned to Resurrection. It is often coupled with True Resurrection (or “True Reincarnation” in this case).

DRAWBACKS

• Power Loss: If there’s a form of damage you can’t regenerate, that may be considered a power loss drawback, with the value based on how common the damage is. If damage is common enough to make your Regeneration only about half as useful (you don’t regenerate bludgeoning damage, for example) it

may constitute a Limited flaw, at the GM’s discretion.