Health

Health

Boon Level Cost Roll Effect
Assess Health Accurately know the state of anyone’s health by looking at them.
Antidote ●● 1L Int + Med Cure your target of poisons and venoms.
Blessing of Health/Curse of Frailty ●● 1L Sta + Med Cure or cause birth defects in the womb, or make new infants more robust or more prone to illness.
Resilience ●● 2L Int + Med Cause your target to naturally heal twice as quickly.
Bolster ●●● 1L Cha + Med Grant your target temporary additional health boxes.
Heal/Infect ●●● 1L/1W Sta + Med Heal bashing damage or convert lethal damage to bashing.
Intoxicate/Detoxify ●●● 2L Man + Med Cause or purge the effects of any alcohol, drug or intoxicating substance.
Salve ●●●● 3L + 1W Int + Med Allow your target to use his dying boxes as normal health boxes.
Virility/Muliebrity ●●●● 3L Sta + Med Cause anyone (including yourself) to automatically conceive next time they have sex.
Control Aging ●●●●● Varies Sta + Med Vastly speed up or slow down a mortal’s aging.
Hippocratic Oath/Vow of Pestilence ●●●●● 1W dot Gain bonuses to all your Health Boons by using only their positive or negative applications.
Lingering Malaise ●●●●● ● 3L + 1W Cha + Med Sicken your target to prevent him from being supernaturally healed.
Restore/Wither ●●●●● ● 3L Int + Med Heal all types of damage.
Holy Font/Epidemic ●●●●● ●● 3L + 1W Sta + Med Heal multiple targets in your area at the same time.
Martyrdom ●●●●● ●● 3L + 1W Sta + For Suffer your target’s damage to heal him of it.
Human Clay ●●●●● ●●● 10L Dex + Med Shape the flesh and bone of any human-based target, adding penalties or bonuses if you wish.
Human Hybrid ●●●●● ●●●● 10L + 1W Int + Med Change all features of a human-based target to anything you wish and combine humans with other beings if you have the appropriate Boons.
Genesis ●●●●● ●●●●● 15L Int + Med Create humans from nothing.
Plague/Cure ●●●●● ●●●●● 15L Int + Med Create or cure a plague of epic proportions.
The Savior/The Scourge ●●●●● ●●●●● ● 30L + 1W Automatically heal everyone near you of every possible ailment, or cause rampaging plagues to devastate the landscape.

Any single Boon of the Health purview may be used on a single target only once per day, and no Health Boon may ever be used by a Scion on himself unless it explicitly states otherwise. Whenever a Scion rolls to determine whether sexual intercourse results in a child, he may add or subtract his total number of Health Boons to the total.

ASSESS HEALTH

Cost: None
Dice Pool: None
The Scion with this boon may instantly and accurately assess the health and medical status of any living being that he can see, able to instantly tell how badly injured they might be, whether they have any illnesses, and whether they are currently afflicted by any poisons or drugs.

ANTIDOTE ●●

Cost: 1 Legend per use
Dice Pool: Intelligence + Medicine
The Scion with this Boon may combat poisons and toxins with ease, restoring her patient to health as if they had never been. Mundane poisons and toxic diseases are instantly cured by her touch, while magical poisons and venoms may be purged if she scores more successes than the original poisoner did; if a magical poison was not created by a power that required an activation roll, she must overcome the a difficulty determined by the Storyteller in order to clear it from her patient’s system. While the Scion may completely clear any poison from her patient’s system with a successful use of this power, she may not remove the damage or leftover symptoms it caused, which may require other types of healing.

BLESSING OF HEALTH/CURSE OF FRAILTY ●●

Cost: 1 Legend per use
Dice Pool: Stamina + Medicine
Now able to access the intricacies of the reproductive system, the Scion with this Boon may manipulate her own or even those of others. By spending the necessary cost and briefly touching her target, she may restore an infertile person’s reproductive capabilities (provided that they have all the necessary equipment) for one week per success she gains on her activation roll; alternatively, she may cause them to become barren for the same amount of time (though this requires that she overcome their automatic Stamina + Fortitude resistance roll). If the Scion wishes to manipulate the gestation of a pregnant person, she may bolster the unborn child’s health, curing it of diseases, deformities, defects, addictions, or bolstering its health well into childhood (each additional benefit or cure she wishes to effect beyond the first adds 1 to the roll’s difficulty; if she wishes to bolster the child’s future immune system, each success she garners extends this protection for one year, to a maximum of sixteen). Alternatively, she may cause any of these maladies to strike the unborn child, though she must overcome the mother’s resistance roll to do so, or irreparably weaken the child’s immune system; she may use these effects on any fetus in the womb or on any baby for up to 24 hours after its birth.

RESILIENCE ●●

Cost: 2 Legend per use
Dice Pool: Intelligence + Medicine
By applying his medical expertise to a patient, the Scion can coax their immune system and body to fight infections and wounds with new fervor, allowing his subjects to heal at a much faster rate than they might normally. Whenever he spends at least one hour on treatment and medical aid, his patient gains the ability to heal at twice his or her normal rate for a number of days equal to the Scion’s successes if they are Legendary, or a number of years equal to his successes if they are mortal.

BOLSTER ●●●

Cost: 1 Legend per use
Dice Pool: Charisma + Medicine
By encouraging stamina and haleness in his target, the Scion with this Boon may grant him or her the ability to continue going long past the threshold of most injuries or illnesses. When he gains a success on his activation roll, he adds one additional health level to his target’s total; for every three successes he gains past the first, he may add another. These health levels have no penalties, function as normal, and fill up with damage before the target’s natural health levels do; they remain for the rest of the scene, at which point they (and any damage that might have filled them) disappear.

HEAL/INFECT ●●●

Cost: 1 Legend or 1 Willpower per use
Dice Pool: Stamina + Medicine
The Scion’s powers over the body are now great enough to effortlessly repair damage done to it, or to inflict crippling diseases on the unwary. If he chooses to spend the Legend cost, he may heal as many levels of bashing damage as he scores successes, leaving his target as hearty as if they had never been injured; conversely, he may inflict that many levels of (soakable) bashing damage on a target, afflicting them with wracking illness and weakness. If he chooses to spend the Willpower cost instead, he may turn a number of levels of lethal damage equal to his successes to bashing damage, healing open wounds and restoring broken limbs, or alternatively upgrade a target’s bashing damage to lethal, exacerbating existing wounds with spasms and infections (simply upgrading damage in this manner bypasses soak).

INTOXICATE/DETOXIFY ●●●

Cost: 2 Legend per use
Dice Pool: Manipulation + Medicine
The Scion with this Boon knows just how to tweak the chemicals of his patients’ brains and is able to use that knowledge to inflict total intoxication or complete sobriety upon them with a little work. Whenever he can see a target and chooses to spend the requisite cost, the Scion may simulate the mental and physical effects of any alcohol, drug or other intoxicating substance he is aware of; since the target is not actually ingesting or being affected by an outside agent, knacks such as Inner Furnace do not negate the Scion’s simulated intoxication, which merely causes his target’s body and brain to behave as if they had indulged. If the target fails to resist with a Stamina + Fortitude roll, he or she immediately behaves as if completely overtaken by the subject in question, remaining thus affected for a number of hours equal to the Scion’s threshold successes.

Alternatively, the Scion may choose instead to use this Boon to purge the effects of any drug from her target’s system; if she achieves a number of successes equal to the remaining hours her target would have remained intoxicated, she purges the offending element from his or her system, returning them to normal. This may only be used to remove the effects of intoxication; poisons and other harmful agents are unaffected by this Boon.

SALVE ●●●●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: Intelligence + Medicine
Difficulty: Target’s total levels of damage (including dying boxes)
Using her intricate knowledge of the body’s nervous system, the Scion with this power may shut off pain receptors and failsafes, rendering her target immune to pain and unaware of the true extent of any wounds they might have sustained. A target who has been thus salved is able to keep fighting long past the threshold where most beings would have succumbed to blissful unconsciousness, and is able to use his or her dying boxes as normal health levels for the duration of the scene as his or her body is simply unaware of the peril it is in. While this power can create juggernauts who fight on without regard for wounds or allow terminally ill patients to experience one last zest for life, it is extremely dangerous for the person thus affected; if they take damage that fills their last dying box, they die instantly with no recourse. While this Boon is active, damage filling dying boxes may be healed as usual by other Health Boons, however; if the target has remaining dying boxes at the end of the scene, they resume dying at a normal rate and may be stabilized and revived as usual.

VIRILITY/MULIEBRITY ●●●●

Cost: 3 Legend per use
Dice Pool: Stamina + Medicine
Now in command of potency and fertility, the Scion with this power may ensure that her target becomes pregnant or impregnates his partner the very next time they engage in intercourse, regardless of infertility or attempts at birth control. Hapless mortals are affected by this power immediately, while targets with Legend automatically resist with a Stamina + Fortitude roll, even if they would prefer that it were successful; creatures that are not technically living, such as ghosts or vampires, are unaffected. Unlike most of the Boons in the Health purview, this one may be used by the Scion on herself at her whim, and she does not need to roll to resist.

CONTROL AGING ●●●●●

Cost: Variable (see below)
Dice Pool: Stamina + Medicine
By simply touching a mortal, the Scion with this Boon may play with their body at the cellular level, drastically speeding up or slowing down the rate at which they age. The amount of Legend he chooses to spend directs how quickly or slowly his target ages:

Legend Spent Accelerated Aging Decelerated Aging
1 1 week/day 1 day/month
3 1 month/day 1 day/year
5 1 year/day 1 day/decade
7 1 decade/day 1 day/century

The Scion may only use this Boon on a single target once per story, and he must decide how much Legend he is willing to spend up front before activating it. The accelerated or decelerated rate of aging continues to affect the target for a number of days equal to the Scion’s successes, and this Boon may never be used on a creature or person with a Legend rating. Targets whose aging process has been vastly accelerated begin to suffer from the effects as follows:

Rate of Acceleration Physical Effects
1 week/day -2 fatigue penalty to all rolls
1 month/day -2 penalty to all rolls; -1 Physical or Mental Attribute per week
1 year/day -4 penalty to all rolls; -1 Physical or Mental Attribute per week
1 decade/day -1 Physical or Mental Attribute per day; bedridden and unable to act

If another Scion or being with this Boon wishes to remove its effects from a mortal, they must spend an equivalent number of points of Legend and overcome the Scion’s activation roll in order to do so.

HIPPOCRATIC OATH/VOW OF PESTILENCE ●●●●●

Cost: 1 Willpower dot per use
Dice Pool: None
The Scion with this Boon must choose between the role of loving physician and ruthless plague-hag; once she has thrown her lot in with one aspect of power over the human body, she cannot go back without extreme hardship. By spending a permanent dot of Willpower and pledging herself to either the benevolent or terrifying face of the healing arts, the Scion allies herself with it completely; once she has done so, she gains a dice bonus equal to her level of Health Boons as if it were an Epic Attribute (that is, if she has five levels of Health Boons she gains eleven extra dice) to all Health rolls, but she is no longer able to use any aspect of a Health Boon that runs counter to her new alignment. Scions who choose to be aligned with the positive face of Health may not use the Curse of Frailty, Infect, Intoxicate, Cradlesong, Lingering Malaise, Wither, Epidemic or Plague Boons, and may only use the Control Aging and Human Clay Boons to aid her patients; Scions who choose to align themselves with the negative aspects of Health may not use the Antidote, Blessing of Health, Heal, Bolster, Detoxify, Virility/Muliebrity, Restore, Holy Font, Martyrdom, or Cure Boons, and may only use the Human Clay Boon to inflict harm on her targets. The Assess Health, Salve and Human Hybrid Boons may be used by Scions of either persuasion. If at any time the Scion wishes to change her orientation (either by switching to its opposite or removing it completely), she may do so by paying this Boon’s cost again, though doing so frequently may become very draining; when she does so, she immediately loses her current bonus (and, if applicable, gains it for the opposite kind of Health). This Boon may not be used by any Scion with five or fewer dots of permanent Willpower, as she is too weak of will to enter into such a covenant in good faith.

LINGERING MALAISE ●●●●● ●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: Charisma + Medicine
Though the Scion with this Boon may act as a physician when she sees fit, she may also deny her victims the benefits of the healing arts, leaving evildoers to suffer or inflicting misery on those who anger her. By spending the requisite cost (the Scion may use this Boon in conjunction with other Health Boons as a single action, or on its own) and touching her target, the Scion causes whatever wounds or sickness currently afflicts them to become nigh-incurable; mundane medicine, no matter how state-of-the-art, fails to have any effect, and those attempting to use supernatural means to cure her target must overcome her successes on their activation rolls in order to do so, applying only their threshold successes once they have done so to actually healing the target. The Scion may choose to rescind this Boon at any time; if she does not, it is permanent for mortals and lasts for a number of days equal to her successes for supernatural beings.

RESTORE/WITHER ●●●●● ●

Cost: 3 Legend per use
Dice Pool: Intelligence + Medicine
The Scion with this Boon may heal even the most grievous of wounds, allowing her patients or comrades to rise once more. By touching the body of a wounded person or creature, she may heal one level of bashing damage for every success she scores, one level of lethal damage for every 3 successes she scores, or one level of aggravated damage for every 10 successes she scores. She may apportion her successes between these three types of healing as she sees fit. She may also restore a lost or seemingly irreparable body part (a gouged-out eye, a chopped-off leg, a perforated liver) seamlessly, in lieu of healing actual health levels of damage. Alternatively, the Scion may cause the body of a target she touches to wither and destroy itself beneath her hand, causing an amount of lethal or aggravated damage equal to the amount she might have healed had she been more benevolently inclined; such an attack is resisted by her target with a Stamina + Fortitude roll.

HOLY FONT/EPIDEMIC ●●●●● ●●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: Stamina + Medicine
Where the Scion may normally be able to use the Heal/Infect Boon to effect cures or inflict illnesses on one person or creature, he is now able to do so in a large number of people, causing a miraculous spate of recoveries about him or a terrifying epidemic to cover those who are too near. The Scion may use this Boon to simulate the effects of the Antidote, Blessing of Health/Curse of Frailty, Heal/Infect, Intoxicate/Detoxify or Virility/Muliebrity Boons in multiple targets at once (in the case of Boons with alternate effects, he chooses which to affect everyone with), and may affect a number of targets within his line of sight up to three times his total number of Health Boons. As with all Health Boons, this one may be used on a specific being only once per day, but the Scion may use it in addition to a use of the other Health Boons if he so desires.

MARTYRDOM ●●●●● ●●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: Stamina + Fortitude
Though every healer prefers to encourage the torn tissues and bones of injuries to re-knit on their own, the Scion with this Boon knows that sometimes he has to give of himself in order to help others. By touching his target and spending the requisite cost, the Scion may heal them of up to a number of health levels of damage equal to his successes; however, he immediately suffers the same amount and type of damage himself as he draws the illness or injury into his own body in order to save his target. This damage is unsoakable and cannot be healed by supernatural means; the Scion must deal with the wounds as if they were his own.

HUMAN CLAY ●●●●● ●●●

Cost: 10 Legend per use
Dice Pool: Dexterity + Medicine
The Scion with this Boon may reshape the human body as she sees fit, recreating any mortal in whatever image she chooses. As long as she can spend five uninterrupted minutes working on the flesh of a mortal or being of Legend rating lower than 9 (unwilling victims may need to be knocked out or otherwise incapacitated), she can effect any change within the scope of normal human appearance, from cosmetic changes in race, size, or coloring to more noticeable alterations such as the addition of an ineffably beautiful face or a crippling deformity. The Scion may change one feature for every three successes she gains on her activation roll; if she chooses to shape more than one target simultaneously, she may do so as long as she touches both and gains enough successes. Each feature may add or subtract one dot in an Attribute due to the Scion’s ministrations as she stretches muscle, tightens brain coils or sculpts beauty, though none may go below one (the Scion may raise one and only one Attribute to six, but all others cannot grow above 5). The features thus shaped in a mortal are permanent, and may only be removed by extensive surgery, some knacks, or by a second use of this Boon.
Alternatively, the Scion may use this Boon to rewrite the genetic makeup of her subject, singling out one bloodline and wiping the others away as if they had never been. She may spend the requisite cost to cleanse the target of any or almost all bloodlines, rendering those of checkered ancestry pure-blooded or possessed of blood from only a few lines. The Scion may pick and choose amongst the target’s bloodlines as she pleases, removing as many or few of them as she wishes; since this transformation occurs at a molecular level, adults who are already full-grown are only subtly visibly affected, though children born to them after the Scion has made her changes may grow up looking significantly different from their parents. This Boon may only affect mortal bloodlines; those with latent titanspawn or divine blood cannot be severed from it.

HUMAN HYBRID ●●●●● ●●●●

Cost: 10 Legend and 1 Willpower per use
Dice Pool: Intelligence + Medicine
No longer constrained by the limits of the normal human form, the Scion with this power may now shape a mortal’s flesh into any imaginable form, creating outlandish, inhuman features or mutations as easily as he might change their hair color. Alternatively, the Scion may use this Boon in conjunction with one of the hybrid Boons from a different purview (Impossible Hybrid, Unintended Purpose or Hybrid Chimera) to cross a human with an animal, plant, or even a mechanical object to create bizarre, logic-defying creatures. The Scion simply mixes at least one sample (hair, a bit of skin, etc.) from each “parent” creature and adds some of his ichor, and creates a number of hybrids equal to his successes on his activation roll; the hybrids are fully fertile with one another and with members of their parent species (female plant hybrids breed true with humans, while male plant hybrids may only breed new plants; female animal hybrids breed true, and male animal hybrids have a 50-50 chance of doing so), and they gain a Legend rating of 1. If the Scion chooses to graft an inanimate object onto a human by combining this Boon with Unintended Purpose, the effects of the combination last for a number of days equal to his successes, after which the mortal reverts to normal (and most probably dies if an inanimate object is still lodged somewhere in his anatomy); if he wishes to make the machine hybrid permanent, he must spend a permanent dot of Willpower in order to do so.

GENESIS ●●●●● ●●●●●

Cost: 15 Legend per use
Dice Pool: Intelligence + Medicine
The Scion with this Boon holds the power of life and death in his hands; he is able to create human life where none existed before, shaping new peoples into being. By forming models of people (any medium or objects the Scion wishes may be used) and spending the requisite cost, he may bring them to life as new human beings, creating a number of male/female pairs equal to his total successes. As his own creations, they are extremely malleable for him, and he may choose to use the Human Clay or Human Hybrid Boons on them simultaneously for a reduced price of only 5 points of Legend; if he does so, changes made to one of them apply automatically to all. The people created by the Scion are permanent and real, though they have no understanding of the world or basic knowledge and must be taught anything he wishes them to know.

PLAGUE/CURE ●●●●● ●●●●●

Cost: 15 Legend per use
Dice Pool: Intelligence + Medicine
The Scion has such control over physical life and death that she may create a virulent plague or completely alleviate the effects of even the worst malady. If she cures a target of a plague, they become immune to it and all its variations for the remainder of their lives, and she may cure a number of targets equal to her successes of whatever ails them (they must be infected with a disease, however, in order for this to work). If the Scion wishes to create a plague, it is extremely deadly and may only be fully cured by a second use of the same Boon; if another Scion attempts to erase the Scion’s disease, they must score more successes than she did or fail. Those afflicted by the plague must roll their Stamina + Fortitude each day against a difficulty that increases by 1 every time, up to a maximum of the Scion’s total number of Health Boons; if they successfully survive all of these rolls, they are sufficiently strong of constitution and survive the disease’s ravages. The Scion simultaneously may plague a number of targets equal to her total number of Health Boons; she may simultaneously cure all targets within a radius equal to her total number of Health Boons in miles.

THE SAVIOR/THE SCOURGE

Cost: 30 Legend and 1 Willpower per scene
Dice Pool: None
The mere presence of the Savior cures illnesses and injuries and corrects insanity and suffering; conversely, the presence of the Scourge inflicts horrible diseases and weakness.

Health

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