The Anodynes, or Genebenders as they are often derogatorily called, are Master Psychics with powers of healing. As well as having all Healing Psionics, they have certain Super Psionics geared towards healing, including several that are unique to them. Specifically, LIFESCAN, a power similar to Remote Viewing and Psychic Diagnosis, and MICROKINESIS; the ability to kinetically alter a persons body (anything from super-charging some ones immune system, to actually re-ordering their genetic structure!).
Naturally, this has made these psionics greatly feared. But this fear is a misunderstanding. The ANODYNES seem to be exclusively honorable alignments (principled, unprincipled, aberrant-those with more chaotic minds seem unable to use these powers. The irrational fear of a Anodyne messing up ones genetic code is also unfounded. Unless the alterations are done prenatal, the effects of genetic alteration are minimal. Prepubescents can be slightly augmented/altered, and genetic diseases can be repaired, but dont expect these psychics to spontaneously turn a normal human into a super-powered juggernaut, or a genetic disaster area. (after all, the Anodyne only has existing genetic material to work with).
The fact that they also seem to be ageless (possibly immortal), also causes a great deal of fear. Many ignorant people have killed an Anodyne upon discovering what he is. The Coalition States DO NOT allow Anodynes to enter their cities; and usually react to reports of them with deadly force (despite the Coalitions growing tolerance of psychics, Emporer Prosek flatly refuses to have anything to do with these psychics, and their reported ability to spontaneously mutate himans into super-powered monsters). Psyscape, Dwoemer, Stormspire and the True Federation of Magic all welcome the Anodynes among them.
| Neutralize Poison/toxins (including those due to microbial infections) | 3 I.S.P. (double to neutralize magical poisons/drugs/potions) |
| Curing Macro-disease (i.e. removing tumors, bullets, other foreign matter, microbial infection) | 8 I.S.P. (double to remove magical parasites) |
| Curing Micro-disease (i.e. repair hormonal imbalances [like diabetes], viral infection) | 14 I.S.P. (double to remove magical symbiotes) |
| Curing Genetic Disorders (i.e. removing birth defects, curing cancers) | 22 I.S.P. |
| Removing the effects of a certain specific Gene-Spliced or Bio-Wizard alteration | 35 I.S.P. |
| Genetically altering a foetus (before birth) | |||
| Change general appearance (eye colour, hair colour, general build, ± 8 inches of height (at maturity) | 20 I.S.P. | ||
| Add/subtract 1D4 to one specific attribute (can only be done up to 4 times to a specific foetus), increaseing/decreasing the chance for psionics by 10%, heighten one sense to extraordinary levels, deactivate one sense (i.e. Blind, Deaf) | 28 I.S.P. + 1 I.S.P. from your permanent pool. | ||
| Make one attribute supernatural [or lowing one attribute to 1D4] (only 1 can be done), add a ¼ resistance to a specific thing , or increase susceptibilty to something by ½ (i.e. toxins, heat, cold, light) | 40 I.S.P. + 5 I.S.P. from your permanent pool. | ||
| Doing any of these alterations to a child after birth but before puberty costs twice as much (including double the permanent costs). No genetic augmentation/limiting can be done to an individual after they have gone through Puberty. The GM may allow other changes to be done. Use these example as guidelines for costs. | |||
