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Wednesday, May 1, 2024

New Salem: Renaissance - LIFE...

V&V 2.1 has three powers that stand out either in their general weirdness or in how they don't manage to capture the comic book version of the power. Today we're looking at the first of these.

This is weird, right? It's not just me, right?

Revivification is a strange choice because it's not like there are a lot of supers with this power. It feels very holdover from Empire of the Petal Throne that somehow made it into the 2nd edition. But the concept of healing someone? That's got a lot of comic book antecedents. A such this power often gets changed to some sort of healing ability. 

Healing: 

This is the power to restore health to the wounded, diseased, and perhaps even the dead. It can be used (E/3 round up) times per day, at a range of 1", and taking one full round to do so (if it is not the character's first action of the round they cannot act again until the commensurate action of the next round). Each use restores either the target's Healing Rate in Hit Points or 2d8 Power Points. The character can choose to activate more than one use of this ability at one time, restoring more HP or Power Points with a single action, but doing so costs 8 Power. 

If the character attempts to use this power on someone who has died within the last hour, and who still has Basic Hits remaining, they may discover that the body has a "spark of life" remaining, and may be restored to the living with a single use of Healing and 8 Power Points. The chance of being revived is the percent of their Basic Hits remaining. 

For Example, Captain Awesome has 4 Basic Hits, and has been reduced to 0 HP and 0 Power, and 3 Basic Hits in a fierce battle. To all appearances dead, the healer has a 75% (3/4 = 75%) chance to find a spark of life and bring the Captain back to life. 

The character may bring back person who has been deceased up to 10 days. The circumstances depend on the nature of the death and the characters source of powers - a mystical hero would be be able to revive someone who "died too soon" due to a curse or magical attack, while a high tech hero could revive someone whose death didn't involve brain damage via some memory storage and nanite restoration of dead flesh - but this the attempt is entirely at GM discretion. If the GM deems it is possible, the chance of success is 100% -10% per full day dead, all of the characters uses of Healing for the next week, and 25 Power. If the roll is a failure, but is less than 100%-2% per day dead, the target is revived temporarily; they have long enough to close their last case, capture who killed them, make amends for their crimes, have one last personal discovery, or say goodbye. (If this is a PC, it's for one last game session, and they may have new powers for that one last session based on the method used to revive them.)

Note: If the 'dead' character is a PC who made the d% save vs. their last positive Power score (see 7.2 Replacing Slain Characters), this power revives the 'dead' hero at no additional cost, as this power is the GMs method for explaining their return. 

This includes the original power, but also keeps the Golden/Silver Age feel of these sorts of healings. The Endurance based number of uses is to make sure the players don't abuse this as a "team regeneration" where an hours rest gets everyone back to full health. 

Next Time? THE UNIVERSE...

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