Viewing Effect - Cleanse
Cure diseases and poisons

Create a Cleanse Power

Description

By treating a patient for a while, you can cure any curable mundane disease, poison, venom, or toxin.

Eratta

This Power is restricted by flavor appropriateness. Only "healers" should get this Power.

System

Exert your Mind and spend [[cast-time]] treating your patient. During treatment, the malady you are treating does not progress or cause additional damage. You may cure any single disease or poison so long as you have diagnosed it. The disease or poison must be mundane and curable with modern medicine. Must be within [[range]] of your target.

As long as you are treating your patient, the progression of the malady you are treating is paused.

Enhancements

Witch Doctor (You may cure supernatural diseases or poisons provided you have studied them and have a basic understanding of how they work)

Miracle Worker (You may cure mundane diseases for which no cure exists)

Instant Relief (When you cure a poison, the target is healed for half the damage they took from that poison rounded down)

Full Treatment (You can cure any number of diagnosed diseases with a single application.)

Broad Strokes (You do not require a full diagnosis to treat an eligible disease.)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Selfless (You cannot target yourself.)
Selfish (You may only target yourself.)
Traumatizing (Your target must make a trauma roll to reap the benefits of this power)
Traumatic (Make a Trauma roll when you use this power)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Bloodletting (Activating this Power causes a Severity-1 Injury.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Exhausting (After activating this Power, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Range

Default Level: 0

Seasoned Threshold: 1

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Cast Time

Default Level: 0

Seasoned Threshold: 1

Veteran Threshold: 3

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Example Powers