Imbue Life (Action Powers)

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Revision as of 15:12, 23 December 2007 by Starfox (talk | contribs) (→‎Biological Resistance: Expanded)
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Main article: Powers (Action)

Cure Ailment

Limit Break

This negates any biological damage; infection, neurotoxin or poison. It removes any lingering effect or future damage; it does not cure hits already taken. It also removes mundane infections and diseases and other relatively minor ailments, but does not help against severe handicaps, curses, or disabilities. Some severe or plot-related ailments are considered curses and cannot be treated with this power, tough it does give the first step; information on what to do.

Cure Wounds

Trigger Action (Finisher)

You can cure wounds; like all Finishers, the patient must be either helpless or cooperative. You transform one wound into one hit; either on yourself or on your patient. You can repeat this cure. The target is also stabilized.

Biological Resistance

Stance

Become resistant to extremes of temperature, disease, poison, lack of food water or air and other discomforting environmental conditions. Add your Chi to your soak attribute against biological damage. The same bonus applies to your Body when doing endurance feats, such as resisting uncomfortable environments. In an environment where you could not normally survive at all, such as if there is no air, you cans till survive a number of minutes equal to your modified Body.

This power cannot affect nonliving creatures, such as robots Robots or Undead.

Fertilization

Trigger Action (Finisher)

You can induce fertility in a living creature. You can either take a genetic seed from the target, or impregnate the target with generic seed you carry; either your own or one you have previously taken from someone else. If the target is not normally capable of carrying a child (for example, because it is male), it will still develop a fetus, but will need special care or the fetus will abort in a few days.