Blessed Consitution [5]
Immunity [+5]
Divine Endurance [1]
Divine Sustenance
Doesn't Eat or Drink [2]
Doesn't Breath [10]
Doesn't Sleep [4]
Enduring Vitality [4]
Enhanced Endurance [3/lvl]
Healing Receptivity [5]
Rank 2 [+2]
Rank 3 [+3]
Grant Sustenance [9]
Healing Receptivity Aura [18]
Rank 2 [+2]
Rank 3 [+3]
Healing Touch [24]
Xenohealing
All Carbon Based Life: [+6]
Anything Alive: [+12]
Anything Animate: [+18]
Life Compass [12]
Xenohealing
All Carbon Based Life [+6]
Anything Alive [+12]
Anything Animate [+18]
Tireless [14]
Vital Perception [11]
Increased Duration 1 (1 min) [+1]
Increased Duration 2 (10 min) [+1]
Vital Surge [10/lvl]
Cost: 5
Advantage: Resistance (Sickness) +8
Base 5. Divine Power Origin -10%
The blessing of Yondigarha grants you inhuman resistance to illness. This increases the normal resistance Bronze Rankers get from +3 to +8 on HT rolls to resist any kind of sickness or disease.
Options:
Immunity [5]
You become Immune to Sickness instead of just resistant.
Cost: 1 point
Advantage: Perk
Base: 1.
This power allows you to expend Mana in place of Fatigue for any use of extra effort.
Cost: 4 points
Advantage: Doesn't Eat or Drink
Base: 10. Limited Duration (6 hours) -5%, Requires Preparation (1m) -20%, Costs mana (1) -5%, Divine Power Origin -10%, Special Reduction (Spirit Coin Consideration) -20%
Cost to Activate: 2 mana / meal
Cost: 10 points
Advantage: Doesn't Breath
Base: 20. Limited Duration (1m) -20%, Takes Recharge -10%, Costs mana (2) -10%, Divine Power Origin -10%
Cost to Activate: 2 mana, 1 to maintain.
Cost: 4 points
Advantage: Doesn't Sleep
Base: 20. Costs mana (6) -30%, Limited Use (1/day) -40%, Requires Preparation (10m) -30%, Divine Power Origin -10%
Cost to Activate: 6 mana
Divine Sustenance is actually 3 different powers that can be taken individually or in any combination. Each power allows you to sustain one of your bodies needs through the expenditure of mana in place of meeting it's normal needs.
If you get Doesn't Eat or Drink, you can spend 1 minute concentrating and expend 1 mana in place of imbibing a meal, supplying all the nourishment and water your body needs to survive for the next 6 hours, as though you'd eaten a meal or spirit coin.
If you have Doesn't Breath, you can choose to spend 2 mana at any time to make it so your body doesn't need to breath for 1 minute. This doesn't replace the air in your lungs, it just makes it so your body doesn't need them. At the end of the duration you may choose to maintain the power for a cost of 1 mana. When the power ends you may not use it again for an amount of time equal to twice the amount of time you had it active.
If you take Doesn't Sleep you can spend 10 minutes concentrating and expend a full 6 mana to forgo sleep for a night, completely refreshing yourself as though you'd slept. Note that while you are able to skip sleep without fatigue, recovering Hit Points naturally does still require a full night of restfulness. This can be achieved while reading and keeping watch, but it must be restful.
Cost: 4
Advantage: Extended Lifespan
Base: 2. Divine Power Origin -10%
Advantage: Longevity
Base: 2. Divne Power Origin -10%
Yondigarha's blessing grants you an extended lifespan. Add 1 level to your Extended Lifespan Advantage, and gain Longevity.
Cost: 3 points / level
Advantage: Fatigue Points
Base: 3.
This power expands your pool of fatigue points beyond what is normally possible. Enhanced Endurance adds +1 to your maximum fatigue per level of the power.
There is normally a cap on how much you can increase your pool of Fatigue points beyond it's base quantity, this blessing mirrors the normal maximum increase. At Bronze rank this Blessing expands your Max Fatigue by 50%.
Cost: 5
Advantage: Vulnerability (Healing, x2)
Base 10. Limited (1/4 potency) -40%, Divine Power Origin -10%
Blessed with a receptivity to healing magics, whenever you are affected by any source of magic that would give you Hit Points the magic heals an additional 1/4 the total amount. with a minimum of 1 additional HP.
Options:
Rank 2 [+2]: the bonus healing is 1/2 the original amount.
Rank 3 (requires rank 2) [+3]: the bonus healing is x2 the original amount.
Cost: 18 points
Advantage: Affliction 1
Base: 10. Beneficial (Healing Receptivity 1) +50%, Area Effect (4 meters) +100%, Emanation -20%, Limited Duration (10s) -30%, Divine Power Source -10%, Cost Mana 2 -10%
Cost to Activate: 2 mana
By spending 2 mana you produce a burst of energy that applies a blessing to everyone within 4 meters that enhances healing effects. The blessing lasts 10 seconds and causes any healing magic to be 1/4 more effective than normal on anyone affected. Anyone attempting to resist the effect for any reason rolls an HT +0 check to resist, but this is considered a beneficial affliction and does not require an HT roll if the effect is desired by the recipient.
Options:
Rank 2 [+2]: the bonus healing is 1/2 the original amount.
Rank 3 (requires rank 2) [+3]: the bonus healing is x2 the original amount.
Cost: 24
Advantage: Healing
Base 30. Xenohealing (Carbon-Based) +40%, Injuries Only -20%, Capped (4) -15%, Takes Recharge (5s) -10%, Costs Mana (1) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana +1mana/2hp healed (Max 8hp)
You concentrate and spend 1 mana to channel your blessing through your touch, healing your target.
Your healing is effective on all natural humanoids and animals, though not monsters.
Make an IQ roll. You make this check at -2 if the target is unconscious.
On a success, you can heal up to 8 HP. This costs you 1 MP per 2 HP healed.
Failure costs 1d MP, but you can try again.
Critical failure also causes the recipient 1d damage.
Even 1 HP of healing will stop bleeding.
By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. Each healer gets only one attempt per crippled limb.
For instance, to heal a hand crippled by 4 points of damage, make an IQ-6 roll and spend 2 FP.
Healing cannot restore lost limbs or bring back the dead.
Healing the same target in the same way causes the healing to suffer a cumulative -3 to the IQ check for each additional attempt.
Options:
Xenohealing:
All Carbon Based Life: [+6]
Adds the capacity to heal Living Monsters, Familiars, Demons, Angels, and Fey.
Anything Alive: [+12]
Adds the capacity to heal Elemental Creatures.
Anything Animate: [+18]
Adds the capacity to heal Constructs.
Cost: 9 points
Advantage: Doesn't Eat or Drink
Base: 10. Limited Duration (6 hours) -5%, Requires Preparation (1m) -20%, Costs mana (1) -5%, Divine Power Origin -10%, Special Reduction (Spirit Coin Consideration) -20%, Affects Others +50%
Cost to Activate: 1 mana / meal
You can spend 1 minute concentrating and expend 1 mana to imbue your target with the health and vitality of eating and drinking a meal in place actually eating and drinking, supplying all the nourishment and water your body needs to survive for the next 6 hours, as though you'd eaten a meal or spirit coin.
Cost: 12
Advantage: Detect (Life)
Base: 30. Preparation Required (1m) -20%, Takes Recharge (10m) -20%, Divine Power Origin -10%, Costs Mana (2) -10%.
Cost to Activate: 2 mana
You take a minute to align your energy to the life around you, then expend 2 mana and send out a pulse of energy that alerts you to the closest living lifeform. The power working on any type of animal larger than a coin, sapient plants, or large gatherings of smaller creatures can also set it off. You can have the power ignore any sources of life you already know of when you use it. The standard range penalties are applied to your perception check while using this power, which can help you with the range and identification of the located creature. Once used this power requires 10 minutes to regain balance before it can be used again.
Cost: 8
Advantage: Healing
Base 30. Xenohealing (Carbon-Based) +40%, Disease Only -40%, Preparation Required (10 min) -30%, Takes Recharge (1 hour) -30%, Costs Mana (1) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana + the cost of curing the Disease.
You concentrate and spend 1 mana to channel your blessing through your touch, purging an illness from your target.
Your healing is effective on all natural humanoids and animals, though not monsters.
This requires an IQ roll at a modifier determined by the GM – from +1 for the common cold to -15 for AIDS.
The Mana cost is equal to twice the penalty, minimum 1 FP. For instance, it would cost 6 FP to cure a disease that calls for an IQ-3 roll.
Options:
Xenohealing:
All Carbon Based Life: [+6]
Adds the capacity to heal Living Monsters, Familiars, Demons, Angels, and Fey.
Anything Alive: [+12]
Adds the capacity to heal Elemental Creatures.
Anything Animate: [+18]
Adds the capacity to heal Constructs.
Cost: 2 points / level (Max Level = Rank Modifier)
Advantage: Hard to Kill
Base: 2. Divine Power Origin -10%
Each level in this give you a +1 bonus on HT rolls to avoid death from low Hit Points or massive damage.
Cost: 14
Advantage: Very Fit
Base 15. Divine Power Origin-10%.
Your blessing from Yondigarha grants you more enhanced Vitality to keep your energy up and help you regain fatigue more quickly. You gain +2 to all HT rolls to stay conscious or resist exhaustion. You recover FP at twice the normal rate.
Cost: 11
Advantage: Infravision
Base: 10. Cosmic (See Vitality instead of heat) +50%, Limited Duration (10s) -30%, Costs Mana (1) -5%, Divine Power Origin -10%.
Cost to Activate: 1 mana
You spend 1 mana to activate a 6th sense for the vitality of the people close to you. This gives you a clear colour map of their vitality where healthy tissue glows green, injuries range from yellow to red depending on severity, and dead tissue has no glow. This can be used to help spot living creatures as they subtly glow in your vision granting a +3 on visual perception checks, and you receive no penalties to attack living targets due to darkness.
This sense grants a +3 bonus to medical checks to diagnose issues as the visual manifestation of the vitality aids you in locating issues and determining the severity of the issue.
Options:
Increased Duration 1 (1 min) [+1]
Increased Duration 2 (10 min) [+1]
Cost: 10 / level (Max Level = Rank Modifier)
Advantage: Damage Reduction 3
Base 15. Ablative -80%, Force-Field +20%, Affects Others +50%, Limited Duration (10 min) -10%, Costs Mana -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
Vital Surge provides yourself or an ally you touch with a buffer of temporary vitality. The next 3 points of damage (per level) you would take are instead removed from your Surge Vitality. This functions as DR but is reduced after all other DR is applied. The effect ends when the additional Vitality provided by the Surge is expended or after 10 minutes.