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| Mystic Touch | |||||||||||
| Heralded by almost all Nephalim (apart from Soul Seekers), the Mystic Touch Aptitude is solely devoted to healing wounds, regenerating injury, and curing illness. Mystic Touch, along with Chicanery, Endurance and Might, is one of the most common Aptitudes found in the World. In all applications of Mystic Touch, the character must have physical contact with the target, and directly with the wound where applicable. � Bind the Lesion By touching the wound, and spending 1 Vita, the character may heal one Bashing or Lethal damage, on herself (as long as she is not Incapacitated) or on another. �� Tend the Wound Tend the Wound may be employed to heal Bashing or Lethal damage on the character herself (as long as she is not Incapacitated) or on another, by spending 1 Vita and rolling Wits + Medicine (difficulty 6 for Bashing, 7 for Lethal). Each success heals one health level. ��� Repair the Limb Repair the Limb has exactly the same effects as Tend the Wound, but it may also be used to heal Aggravated damage (at a difficulty of 8). ���� Rebuild the Body At this level of Mystic Touch, the character may re-attach limbs, either on herself (as long as she is not Incapacitated) or on another, by spending 2 Vita and rolling as per Tend the Wound/Repair the Limb. ����� Gentle Repose Gentle Repose has a number of uses, but is mostly utilised as a way to honour the dead or to trick others, for its power is to perfectly preserve a corpse. Gentle Repose costs 1 Vita and requires a Wits + Medicine roll (difficulty 7). The number of successes rolled indicates how long the corpse is preserved, after which the power can of course be re-performed. None No effect 1 One scene 2 One week 3 One month 4 One year 5 Ten years 6+ Permanently ����� � Restore the Soul Restore the Soul can be used to rescue a character who has reached the Dead health level (so obviously the character cannot use Restore the Soul on herself). To do so, she must spend 1 permanent Vita, and roll Wits + Medicine (difficulty 9). Each success rolled heals one health level (any type of damage). A Botches inflicts five dice of unsoakable Lethal damage on the Nephilim. The character using Restore the Soul may not spend a Willpower point for an automatic success on this roll. ����� �� Cleanse Cleanse is a potent power that is used to restore a character�s Balance rating; at length, this may even be enough to put a character onto a different Code of Ethics. Of course, this power may also be used in reverse (i.e. to decrease a character�s Balance rating when his aim is to increase it, and vice versa), but this is usually only done by characters who themselves accede to the Code of Malignancy (or else the character herself risks losing Balance). Regardless, the character must spend 2 Vita to use Cleanse, and must roll Manipulation + Empathy (difficulty 7). This roll must be opposed by the target�s Willpower (difficulty 7), regardless of how the character feels about the power being used. If the character using Cleanse scores more net successes, then the target�s Balance is increased or decreased by 1, as dictated by the target�s Code of Ethics. Cleanse cannot be used to put a character onto a Balance rating not yet acquired naturally. ����� ��� Return Coherence Using the power of the character�s Mystic Touch, she may cure another character (but not herself) of any one Derangement, either for a limited time, or for good. To use Return Coherence, the character must spend 3 Vita and then roll her Willpower (difficulty of the target�s Intelligence + 5). 1 success is required to negate the Derangement for 24 hours, 3 successes negate the Derangement for a week, and 5 or more successes cures the Derangement completely. If the character Botches, the Derangement is permanently transferred to the character using Return Coherence. ����� ���� Restoration Restoration is a power that is mostly used to restore a character to what he once was, after he has changed in some detrimental way. For example, Restoration may be used to put a character back onto his original Code of Ethics, to remove a Derangement, or to negate some detrimental mystical effects on the target. Restoration costs 4 Vita and requires a Manipulation + Empathy roll for effects such as restoring the target�s Code of Ethics or removing a Derangement, or a Manipulation + Quintessence roll for effects such as negating mystical effects. The Storyteller assigns the difficulty, the number of successes required, and the interpretation of the result. A character may not use Restoration on herself. ����� ����� Cure All The highly adaptable, useful (and experimental) power of Cure All allows the character to heal any affliction, disease or illness, or indeed anything else that can be �healed� (even removing Feadoses). The Storyteller is the final arbiter on what can and cannot be healed, but in general, anything can be with this power unless specifically ruled to the contrary elsewhere. However, if the target cannot be removed, the Storyteller must tell the character who is attempting to use Cure All before she spends the Vita. If the target can be �cured�, then the character must spend 5 Vita to use Cure All. No roll is required (unless the Storyteller calls for one). |
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