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PSYCHIC HEALING

Source Material: Sorcerer Revised

Psychic healers are a rare breed, even among the Gifted. The ability to heal is both a blessing and a curse. These powers can become a problem for the Psychic, making her a target to people seeking her miraculous aid or being persecuted by the medical establishment for practicing medicine without a license. 

Still, Psychic Healing does accomplish incredible feats; with contact, the psychic banishes pain and directs the body to speed its natural recovery or even to fight off infections or diseases with intelligent direction. Healers soon learn that using their skills covertly is the best way to help those in need, while protecting themselves from those who would seek to use their abilities for their own means.

Many Psychics with this talent have a great deal of medical skill, though rarely via formal training. Most also have a strong empathy with other humans and a tendency to feel the pain and suffering of others. Should the Player botch (rolling a natural 1-10) while the psychic heals someone, the character may heal the wound improperly (fusing bones out of alignment, requiring that they be re-broken) and may inadvertently cause much more harm than good. 

  • NOTE 1: With rare exception, Psychic Healing can only be used on living beings - mortal or supernatural. Vampires and other undead creatures cannot be healed using this ability.
  • NOTE 2: All Botched healings (rolling a natural 1-10) results in "half damage" being done to the Target instead of healing. For example, a botched healing using "Soothe" delivers 2 HP of damage to the Target instead of healing the Target for 4 HP.

NUMINA: PSYCHIC HEALING (8 Levels)

◎◎◎◎: Psychic Healing 1 - Diagnose (Mental Skill)

  • Base Roll: 60
  • Energy Cost: 1
  • Damage on Botch: 0
  • Mods: Mental Skill
  • Resist: None
  • Permanent Affects: 
    • +5 Mental Skill 

Description: 
Upon touch, the Psychic Healer can accurately diagnosis basic illnesses and injuries.

System:
The Player spends 1 point of Energy and makes a successful roll. The Character places his/her/their hands on the Target and can accurately determine basic injuries or illnesses from which the Target is suffering. 

Though unable to heal at this level, Psychics with this power possess the skill to instantly diagnose disease and injury in a person. This ability to sense what is wrong does not give him the ability to cure the problem, but it does allow psychics with medical training (formal or otherwise) to suggest the most efficient cures or treatments. 

A psychic healer without medical training finds it difficult to explain to doctors what the problem is; for instance, he might see AIDS as “the body does not want to fight the sickness anymore.” 

Basic injuries and illnesses the Psychic can diagnose would include:

  • Concussions
  • Broken Bones
  • Internal Bleeding
  • Organ Failure
  • Drug Overdose (but not which drug)
  • Drunkenness
  • Poisoning (but not which poison)
  • Bacterial/Viral Infections
  • Diseases
  • and similar ailments

◎◎◎: Psychic Healing 2 - Soothe (Heal)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage on Botch: 2 HP
  • Heal: 4 HP
  • Mods: Mental Skill
  • Resist: None
  • Permanent Affects: 
    • +3 Physical Attack
    • +3 Initiative

Description: 
The healer can absorb and soothe minor bruises, simple depression, or grief. She can heal minor damage instantly, and partial healing of more major injuries. The first part of Soothing Healing is to remove infections and relive the pain. Even if the Healer cannot fully heal an injury, it will not get worse until it can be properly treated.

System:
The Player spends 2 points of Energy and makes a successful roll. The Character places his/her/their hands on the Target and performs a minor healing of light damage. The Target receives 4 HP of healing. The Target must have at least 1 HP left in order to be healed.

Note: A botched roll (rolling a natural 1-10) results in 2 HP of unresistable damage to the Target.


◎◎: Psychic Healing 3 - Sleep (Heal)

  • Base Roll: 70
  • Energy Cost: 4
  • Damage on Botch: 2 HP
  • Mods: Mental Skill
  • Heal: 8HP
  • Resist: Willpower, DIF 80
  • Permanent Affects: 
    • +5 Mental Defense
    • +5 Mental Skill

Description: 
With a touch, the psychic has the ability to put the Target to sleep and accelerate the body’s natural healing processes. This takes several minutes as the psychic lays hands on the subject, “aligning chakras” or simply massaging the injured area. 

System:
The Player spends 4 points of Energy and makes a successful roll. The Character lays hands on, or massages, the injured area. If the Target chooses not to resist or fails to resist, then the Target is immediately put to sleep. After the second full turn, the Target is healed for 8 points of damage. The Target will be asleep for a variable duration (see Roll Chart) but the Target's Player may attempt to awaken his/her/their Character by making a successful Willpower Roll, Dif: 80.

IMPORTANT NOTES: 

  • If the Target successfully resists, they will not be put to sleep and they will not be healed.
  • The Target must have at least 1 HP left in order to be healed.
  • If the Target is awakened before the end of the second full turn, the healing will not occur. 
  • The Psychic Healer can awaken the sleeping Target at any time with a simple touch. No roll required.

Roll Chart:

1-10 (Botch!): The Target is put to sleep until the sun rises on the next day and suffers 2 HP of damage. The Psychic Healer will neither be able awaken the Target, nor be able to attempt another healing until the Target awakens.

11-69: No effect, but you can try again on your next turn.

70-89: The Target sleeps for 6 full turns and awakens immediately after the end of the 6th turn.

90-95: The Target sleeps for 3 full turns, even though healing occurred after the 2nd full turn. 

96-100+: The Target sleeps for 2 full turns and awakens immediately after the healing.

NOTE: The amount of healing is cumulative, BUT the amount of sleep is not cumulative. If two Psychic Healers use this same skill on the same Target, the time the Target is asleep is only the amount that was first rolled. 

For Example: Psychic Healer #1 uses this ability on an wounded ally. He rolls a 96 and puts the Target to sleep for 2 full turns and heals the Target for 8 HP. Psychic Healer #2 also attempts to heal the same Target. She rolls a 72 and now heals the Target for an additional 8 HP - for a total of 16 HP. BUT, the amount of time the Target is asleep is only 2 full turns (not 8 Full turns "2+6"), allowing the Target to awaken after two full turns from the time Psychic Healer #1 used this ability on him.


: Psychic Healing 4 - Acute Healing (Heal)

  • Base Roll: 80
  • Energy Cost: 8
  • Damage on Botch: 4 HP
  • Heal: 11 HP 
  • Mods: Mental Skill
  • Permanent Affects: 
    • +3 Physical Attack
    • +2 Physical Defense
    • +2 mental skill
    • +2 Athletics/Reflexes

Description: 
The psychic’s ability to knit wounds and cure disease has expanded. The healer can heal flesh wounds and cure simple diseases or poisonings. This ability comes in handy to sober up drunk people, or if the ability is used on the Psychic himself, preventing him from becoming drunk or under the influence of drugs.

System:
The Player spends 8 points of Energy and makes a successful roll. The Target will recover 8HP of damage. Any flesh wounds will be healed, or mostly healed. Scarring can occur. Any minor diseases, such as the flu, chicken pox, etc. will be cured from the body. The Target must have at least 1 HP left in order to be healed.


: Psychic Healing 5 - Triage (Heal)

  • Base Roll: 80
  • Energy Cost: 7
  • Damage on Botch: 5 HP
  • Heal: 12 HP 
  • Mods: Mental Skill
  • Permanent Affects: 
    • +2 Physical Attack
    • +5 Initiative

Description: 
At this level, the Psychic can knit broken bones, close serious wounds and cure potent diseases. Such recovery is noticeably swift and unusual, though in the case of a seriously injured patient, it might simply stabilize a critical wound and prevent death.

System:
The Player spends 7 points of Energy and makes a successful roll. The Target is healed by 12 HP related to broken bones or serious flesh wounds. The Target must have at least 1 HP left in order to be healed.


: Psychic Healing 6 - Internalist (Heal)

  • Base Roll: 90
  • Energy Cost: 17
  • Damage on Botch: 7 HP
  • Heal: 15 HP 
  • Mods: Mental Skill
  • Permanent Affects: 
    • +3 Initiative

Description: 
The Psychic is capable of performing surgery by empathically reaching his hands into the body of a person and removing cancers or infections from the body, or repairing damage to soft tissues and organs. The Psychic can also cure diseases and toxins from the body. 

The psychic simply places his hands against the subject’s flesh and concentrates; in some cases, blood may well out of the flesh or the psychic’s fingers may appear to dig into the body itself. At the end, the psychic is typically left with a handful of bloody tissue, but no marks, incisions or scars are left on the Target's body.

System:
The Player spends 17 points of Energy and makes a successful roll. After the end of the Player's 2nd full turn, the Target is cured of 15 HP.


: Psychic Healing 7 - Troubled Mind (Heal)

  • Base Roll: 100
  • Energy Cost: 20
  • Heal: 1 
  • Mods: Mental Skill
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +5 Initiative
    • +5 Physical Defense
    • +3 Physical Skill
    • +3 Mental Skill

Description:
Physical wounds are not the only thing that a Psychic Healer can mend. While difficult to perform, diseases and afflictions of the mind also fall within his purview. The Psychic's abilities do not recognize "how" the affliction came to torment the Target patient, it simply heals the mental affliction and restores the Target's sanity and/or peace of mind. However, some patients liken this process to "ripping off the band-aide" and may need further help in their long-term recovery.

System:
The Player spends 20 points of Energy and makes a successful roll. The Target "may" attempt to resist the healing if he/she/they wish. Part of most mental illnesses is the denial that the afflicted are in fact mentally ill and in need of curing. In these cases, the Target may roll to defend against the healing, Mod Willpower and Mental Skill.

If the Target fails to resist (or chooses not to resist) the Target will be cured of any mental derangements, no matter how or when they occurred. The Target will gain awareness of their past "insane" behavior and realize he/she/they was not in their right mind during these incidents. The results of this kind of healing can have its own side effects, such as regret, grief or other embarrassment regarding the memory of how the Target acted while under the influence of a Mental illness. These are natural reactions and not considered Mental Illness on their own, though they can lead to such things if left untreated. 

These derangements may be naturally occurring, or forced on the Target through the use of other supernatural Abilities, spells or curses.

NOTE: This is the only Psychic ability that has any impact on the Undead. However, this "cure" only lasts for the duration of the scene, after which the Undead will again be afflicted with their insanity.


: Psychic Healing 8 - Miracle Worker (Heal)

  • Base Roll: 100
  • Energy Cost: 25
  • Heal: 22 
  • Mods: Mental Skill, Occult
  • Damage on a Botch: 11 HP
  • Permanent Affects: None

Description:
This Psychic ability is an exceptionally rare and powerful gift, allowing the Healer to completely cure infections, remove cancers, heal internal wounds, heal internal organs, mend bones, cure genetic disabilities, and even dispel supernatural physical or mental afflictions of living physical beings. A Psychic of this level best keep his ability well hidden or make himself a target for the nefarious intentions of others seeking to use the Psychic for their own benefit.

System:
The Player spends 25 points of Energy and makes a successful roll. The Character places his/her/their hands on the Target patient and meditates for two full turns. After which, the Target is healed 22 HP of damage. 

This can be used on any living mortal or supernatural creature, even if they have 0 or negative HP. Technically, this can be used once per scene to bring a single person back from the dead if performed within the same scene where the Target's HP was taken to zero or lower. Those brought back from death who had negative HP will regain 22 HP, minus the negative HP they had already incurred. 

For Example: Target A was reduced to 5 HP during a battle. Before Target A could kill his opponent, he suffered another blow for -10 HP. This takes the Target down to -5 HP (meaning death for an NPC, or a Coma for most living Player-Characters.) If the Psychic can reach this Target before the end of the scene, she has one chance to to successfully use this ability to bring the Target back to life, or consciousness.