The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any any number of diseases or poisons afflicting your target even if you have not diagnosed or fully understood them. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
Carpathia's body splits open, (usually one of her limbs but it isn't required) and her roots seem to take on a mind of their own. Moving wildly and contrasting the very human flesh they seem to sprout from.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Carpathia's body opens up to reveal a writhing mass of roots that wraps around the target and burrows underneath their skin.
The doc draws some of their own blood with a syringe, and injects it into the target slowly, ideally around whatever location was the most affected. They do this to themselves too, and always seem to draw it from the same spot.
After the scare they experienced in one of their contracts, the doc used their expertise to alter their liver such that it creates antibodies which can cure anything known to man. This was a terrifying process of trial and error, and at least three hospital visits, but they've got it to a point theyre satisfied with. The only downside is that the antibodies and enzymes don't yet spread quickly enough throughout her body, so she has to manually inject herself if the passive amount in her blood doesn't fight off a problem. The good news is, whatever she did, the stuff she pulls from there seems to even work on robots, or the like - simply being injected into any opening that can be made on the target will make it slowly seek out and neutralize the problem.
Increase your sacrificial Injury's Severity by 1 and spend 1 minute. Select a Living or Animate target within arm's reach. Your target takes a Severity 1 Injury. You must actively and obviously use a syringe to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Aegis' Shield glows as healing energy flows from him into the target. If used to cleanse then the shield glows brightly before releasing a pulse of holy energy.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. You must actively and obviously use Aegis Shield to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
The conduit lays hands on the target. Divine energy emanates from the conduit's hands as a dizzying heat fills the area. Both target and conduit hear a cacophony of white noise, bell tolls, and angelic clamber as their minds go blank.
Once finished, the conduit collapses to the floor in exhaustion and the target is disoriented as if they were sat beside a gong for 8 hours.
Increase your sacrificial Injury's Severity by 1 and spend 15 minutes. Select a Living target within arm's reach. Your target takes a Severity 1 Injury.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
As he swallows the pill... boom. You feel a change in your bodies system and for the next minute you are incredibly fatigued and incredibly tired. But after you are cured!
Use up this Blue Pill and spend 1 minute to activate.
You may cure any any diseases or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
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.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.