Health: Difference between revisions

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m (New page: == Cure == === Cure === '''Prerequisites:''' * First Rite (INI - ACO) The ability to repair minor injuries to the body such as small cuts, abrasions, fractures and similar wounds....)
 
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== Cure ==
== Cure ==
=== Cure ===
=== Cure ===

Revision as of 13:02, 2 December 2009

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Cure

Cure

Prerequisites:

The ability to repair minor injuries to the body such as small cuts, abrasions, fractures and similar wounds. More severe injuries require undisturbed mediation to mend.

Heal

Prerequisites:

  • Second Rite (PRT - DJK)
  • Force power: Cure, 5 points

Though not capable of regenerating lost matter (i.e. severed limbs), the healing of things like broken bones, arterial bleeding and punctured organs is often commonplace dependent upon the skill of the user.

Heal Others

Prerequisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Heal, 5 points

The ability to heal the injuries of others. This power requires the user to enter a state of extreme concentration and thus they cannot be engaged in any other activity.

Regenerate

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Heal Others, 5 points

The ability to regenerate soft tissue and organ matter. The user must enter a state of extreme concentration while attempting to regenerate at the cellular level. This ability does not allow the user to regenerate amputated limbs.

Transfer Life

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Regenerate, 5 points

Through a concerted effort of meditation, the most skilled Force users (often through the assistance of Adepts) can transfer their living essence into that of another being.

Harm

Harm

Prerequisites:

Using the negative energies of the Dark Side a user may tap into the life force of their enemy and diminish it.

Drain Life

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Harm, 5 points

This power allows a user to tap into the life force of their target doing it great harm while healing themselves.

Death Field

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Drain Life, 5 points

The advanced form of Drain Life, this power allows the user to tap into the life force of multiple targets to not only heal themselves but also to harm their enemies.

Control/Cure

Control Pain

Prerequisites:

This power allows the user the ability to reduce the pain suffered from an injury. The injury still requires treatment, but the user is able to control the pain for a short amount of time.

Cure Poison

Prerequisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Control Pain, 5 points

This ability allows the user to destroy poisons afflicting himself or other living things. Depending on the severity of the poisoning, this power can require several hours of mediation.

Cure Disease

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Cure Poison, 5 points

This ability allows the user to destroy diseases afflicting himself or other living things. Depending on the severity of the disease, this power could require several hours of mediation.

Crucitorn

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Cure Disease, 5 points

This ability allows a Grand Master to transcend physical pain beyond normal thresholds for a sentient being.

Trances

Breath Control

Prerequisites:

Using this ability, a Jedi can literally numb the body's instinct to shut down when deprived of oxygen allowing the user several additional minutes of consciousness.

Hibernation Trance

Prerequisites:

  • Second Rite (PRT - DJK)
  • Force power: Breath Control, 5 points

This is the ability of a Force user to go into a very deep hibernation state for the purposes of healing, learning, or passing time. This typically slows down the Force user's metabolism and respiration to a near-standstill. A fully trained Force user can stay in this state for up to four days.

Tapas

Prerequisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Hibernation Trance, 5 points

This power allows the user to stay warm in a vacuum or cold environment.

Remain Conscious

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Tapas, 5 points

This power forces the user to remain conscious in situations where a mind without the aid of the Force could not.

Transfer Hibernation

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Remain Conscious, 5 points

The Grand Master ability to place multiple beings at once into a healing and hibernation trance.