Regeneration

Regeneration
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to accelerate their own natural recuperative powers, enabling them to regenerate Current Body, Mind and Spirit Conditions at an exceptional rate. The Character's AP of Regeneration are added to the AP's of time spent Recovering (see page 99,) meaning that the Character can make Recovery Checks with increased frequency and thus heal more quickly.

A Character with 10 AP's of Regeneration can make a Bashing Recovery Check every phase during combat (doing so counts as a Dice Action.) A Character with 11 AP's of Regeneration can make two Bashing Recovery Checks each phase, one with 12 AP's can make three Checks, etc...

A Character with 15 AP's of Regeneration can make a Killing Recovery Check every phase during combat (doing so counts as a Dice Action.) A Character with 16 AP's of Regeneration can make two Checks, etc...

Attempting multiple Recovery Checks during one phase counts as a single Dice Action regardless of how many Checks are made. A Character with Regeneration need not be conscious to utilize this Power.

Re-Animage of the Wanderers has this Power.



Source: 3rd Edition Rulebook, page 62

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