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  1. HEALING - SUCCOR
  2.  
  3. Syntax: SUCCOR <target>|ME
  4. SUCCOR WOUNDS <target>|ME SIMPLE]
  5. HEAL <target>
  6. CURE <target> <type of ailment>
  7. EMPATHY
  8. This empathic ability simply allows you to diagnose, heal and cure
  9. yourself or others who are in your location. Healing or curing others
  10. will increase your empathy, which further strengthens your healing
  11. powers but lessens the amount of aurawarp your offensive abilities might
  12. inflict against your foes. In contrast, only using your curing powers on
  13. yourself will decrease your empathy. The lower your empathy, the more
  14. mana it costs to use curing abilities on yourself. To take account of
  15. your current amount of empathy, use EMPATHY.
  16.  
  17. Please note that the cost for this empathic ability:
  18.  
  19. -Healing yourself drains ego.
  20. -Curing yourself drains mana and decreases your empathy.
  21. -Healing others drains your health and increases your empathy.
  22. -Curing others drains ego and increases your empathy.
  23.  
  24. WARNING: If your ego drops to 0 or less while administering the cure,
  25. your spirit will be damaged and your healing powers will be burnt out
  26. for one full Lusternian day.
  27.  
  28.  
  29.  
  30.  
  31.  
  32. HEALING - HEAL
  33.  
  34. Syntax: HEAL
  35. HEAL ME
  36. HEAL <target>
  37. Using this ability, you may restore loss of health, which will drain
  38. your ego. If your ego falls below 0, you will suffer healing burnout.
  39. Healing yourself does not cause a loss of empathy, but healing others
  40. will increase your empathy.
  41.  
  42.  
  43. Multiple skills contain the ability you're looking for. Try one of these:
  44. AB DISCIPLINE CURING
  45. AB HEALING CURING
  46.  
  47. HEALING - SENSORY
  48.  
  49. Syntax: CURE <target>|ME SENSORY
  50. Cure ailments of the skin, eyes, and ears, including slickness, ablaze,
  51. burns, chills, sensitivity, blindness, and deafness, in that order.
  52.  
  53. HEALING - AURAS
  54.  
  55. Syntax: RADIATE <aura>
  56. RADIATE PURITY <target> (to cure the aurawarp plague)
  57. CUT AURA <person> <aura>
  58. AURAS
  59. In banishing the mysterious plague which spawned from the depths of the
  60. Balach Swamp, the Healers of the Basin of Life uncovered new arts -
  61. learning to radiate powerful healing auras around themselves. A healer
  62. may radiate a health aura, or an aura of any branch of healing they
  63. personally know (e.g., sensory or neurosis). Each aura the Healer has
  64. raised will cost the Healer a continual drain upon their ego. As your
  65. skill in healing progresses, you will find yourself able to radiate
  66. multiple auras, eventually up to a maximum of five.
  67.  
  68.  
  69. HEALING - FRACTURES
  70.  
  71. Syntax: CURE <target>|ME FRACTURES
  72. Knit together fractures of the limbs, head, torso, and even the hyoid
  73. bone of the throat in order to cure concussions, damaged skulls, damaged
  74. throats, damaged organs, damaged legs, and damaged arms, in that order.
  75.  
  76. HEALING - ANESTHESIA
  77.  
  78. Syntax: ANESTHETIZE <target>
  79. Power: 2 (Any)
  80. By twisting your patient?s aura just so, he will no longer feel the
  81. pains of the physical world. For the duration of anesthesia, he will
  82. also be immune to the effects of sensitivity, receive a 2/5 universal
  83. damage resistance, and receive some degree of aurawarp. As a patient?s
  84. aura becomes increasingly warped (and therefore decreasingly stable), it
  85. will take him longer to cure himself of afflictions.
  86.  
  87. Anesthesia cannot be removed by conventional means, yet it will wear off
  88. on its own once sufficient time has passed; but if the patient is cured
  89. of seven afflictions before that time has elapsed, the anesthesia will
  90. dissipate with a positive charge and, as a result, the Healer will be
  91. reimbursed up to half of anesthesia?s power cost. Be forewarned,
  92. however, that if the patient is not cured of at least one affliction
  93. every twelve seconds, either by his own hand or someone else?s, the
  94. anesthesia will wear off prematurely and without any reimbursement of
  95. power for the Healer.
  96.  
  97.  
  98.  
  99. HEALING - NEUROSIS
  100.  
  101. Syntax: CURE <target>|ME NEUROSIS
  102. Cure many neurotic tendencies, including anorexia, epilepsy, confusion,
  103. clumsiness, stupidity, and temporary insanity, in that order.
  104.  
  105. HEALING - DEEPHEAL
  106.  
  107. Syntax: DEEPHEAL <target> <HEAD|CHEST|GUT|LEFT/RIGHT ARM|LEFT/RIGHT LEG>
  108. You can heal the body of deep wounds, which are often hidden from sight.
  109. In a similar manner to other healing abilities, healing yourself drains
  110. ego, and healing others drains your health. There is no empathy loss
  111. suffered from healing your own deep wounds, but empathy will be gained
  112. from healing the deep wounds of others.
  113.  
  114. HEALING - BOLSTER
  115.  
  116. Syntax: BOLSTER <target>
  117. Power: 2 (Any)
  118. By infusing a patient?s aura with your own aural energies, you can
  119. protect her physical form from harm, such that she will not lose more
  120. than 10% of her health from a single blow for a brief period of time.
  121. This ability restores empathy, and the Healer cannot use it on her own
  122. aura.
  123.  
  124.  
  125. HEALING - SANITISE
  126.  
  127. Syntax: SANITISE <person>
  128. It is of vital importance, in Healing, that you maintain sanitary
  129. conditions at all times. With the proper application of heat, you can
  130. sterilise any surface, removing any unknown substances, sticky-ickies,
  131. or foul bodily fluids.
  132.  
  133. HEALING - CHOLERIC
  134.  
  135. Syntax: CURE <target>|ME CHOLERIC
  136. Restore imbalances in the choleric humours, curing asthma, vomiting,
  137. dysentery, sickening, pox, scabies, or paralysis, in that order, in the
  138. process.
  139.  
  140. HEALING - FARHEAL
  141.  
  142. Syntax: FARHEAL <target> | <type of ailment> (0 Power)
  143. FARCURE <target> <type of ailment> (0 Power)
  144. FARCURE <target> <type of ailment> <type of ailment> (1 Power)
  145. CURE <target> <type of ailment> <type of ailment> (1 Power)
  146. FARDEEPHEAL <target> <bodypart> (0 Power)
  147. Power: 0-1 (Any)
  148. As your skill in the healing arts improves, you may now heal or cure
  149. others from afar, albeit at a greater cost and so long as they're within
  150. your local area. Furthermore, for most cure types you may now also
  151. specify two cures when curing or farcuring a patient at a cost of 1
  152. power, effectively curing them of two ailment at once. Finally, you may
  153. also deepheal your patient?s hidden inner wounds from afar.
  154.  
  155.  
  156.  
  157.  
  158.  
  159.  
  160. HEALING - AURASHIFT
  161.  
  162. Syntax: AURASHIFT <aura> <patient>
  163. AURASENSE <ON|OFF>
  164. An accomplished Healer may shift auras from herself onto a patient,
  165. thereby transferring her own healing powers to another. The Healer may
  166. also attune herself to the unique signature of her own auras, sensing
  167. when they dissipate from patients, as well as the auras of their
  168. patients, thereby sensing when a patient?s aura become destabilized.
  169.  
  170. Auras radiated onto others will continually restore a small amount of
  171. empathy and will also cost less ego.
  172.  
  173.  
  174.  
  175. HEALING - FLAY
  176.  
  177. Syntax: FLAY <target> | <type of ailment>
  178. Power: 1 (Any)
  179. Flaying a person?s aura will cause an affliction that they currently
  180. have to spread, where it will present as a different affliction of the
  181. same healing type (e.g., neurosis to neurosis, choleric to choleric)
  182. after a brief period of time. This process will almost certainly cause
  183. your target?s aura to warp. FLAY TARGET chooses a random affliction to
  184. flay, whereas FLAY TARGET NEUROSIS chooses a random neurosis affliction
  185. to flay.
  186.  
  187. Note: This ability will never afflict a target with the advantageous
  188. effect of insomnia.
  189.  
  190.  
  191. HEALING - INSPIRIT
  192.  
  193. Syntax: HEAL <target> INSPIRIT
  194. FARHEAL <target> INSPIRITfir
  195. Power: 1 (Any)
  196. You may now inspirit your heals or farheals, ensuring that your
  197. sacrifice does not go unnoticed. Ten seconds after your target is
  198. healed, she will be healed again for half that amount, followed by a
  199. quarter the original amount an additional ten seconds later.
  200.  
  201.  
  202. HEALING - SANGUINE
  203.  
  204. Syntax: CURE <target>|ME SANGUINE
  205. Restore the imbalance in the sanguine humours in order to cure
  206. haemophilia, burstvessels, relapsing, lacerations of the limbs, and
  207. clots, in that order. Curing patients of sanguine afflictions can also
  208. be used to ease their excessive bleeding, but be forewarned that doing
  209. so will cause your own body to bleed in response.
  210.  
  211. HEALING - APATHY
  212.  
  213. Syntax: APATHY ON | OFF
  214. By controlling your emotional state, you will no longer gain empathy
  215. from healing or curing others, although it will still regenerate
  216. naturally over time.
  217.  
  218.  
  219. HEALING - PHLEGMATIC
  220.  
  221. Syntax: CURE <target>|ME PHLEGMATIC
  222. Restore imbalances in the phlegmatic humours. This will cure one of
  223. the following ailments: the aeon curse, paralysis, mental transfixation,
  224. rigormortis, disloyalty, pacifism, and timewarp, in that order. Note
  225. that although this ability affords you the power to cure the mental
  226. transfixation of your patients, you will unfortunately find yourself
  227. unable to cure anyone while transfixed yourself.
  228.  
  229.  
  230. HEALING - QUICKEN
  231.  
  232. Syntax: RADIATE SPEED
  233. Power: 2 (Any)
  234. The quickening is a special aura, which cannot be transferred and does
  235. not count against the Healer's number of currently raised auras, which
  236. vastly increases the efficiency of the Healer in their art. For a short
  237. duration, the equilibrium loss caused by any healing will be halved.
  238.  
  239. HEALING - BENDAURA
  240.  
  241. Syntax: BENDAURA <target>
  242. Power: 2 (Any)
  243. The most accomplished Healers understand the inner links between the
  244. spiritual aura and the inner body to such a degree that their benevolent
  245. arts may be turned to a darker purpose in dire times - that of ravaging
  246. the internal workings of the mortal coil. By bending a transgressor's
  247. aura in on itself, your target will find that curing any affliction
  248. causes a random affliction of the same type to spring up in its place
  249. shortly thereafter (maximum of 1 new affliction per 5 seconds). Each of
  250. these new afflictions will also contribute aurawarp, the amounts of
  251. which depend on the current state of your empathy reserves.
  252.  
  253. Note: This ability will never afflict a target with the advantageous
  254. effect of insomnia.
  255.  
  256.  
  257. HEALING - SERENITY
  258.  
  259. Any time you directly restore health (from heal, farheal, or inspirited
  260. heal bursts) to a single targeted individual, she will also be cured of
  261. a random affliction.
  262.  
  263.  
  264. HEALING - AURIC
  265.  
  266. Syntax: CURE <target>|ME AURIC
  267. Cleansing the aura of negative spiritual tumours will cure the following
  268. in this order: the aeon curse, achromaticaura, healthleech, powerspikes,
  269. manabarbs, egovice, powersap, or luminosity.
  270.  
  271. HEALING - INVIGORATE
  272.  
  273. Any time a patient finds herself cured by you, she will receive a 3/10
  274. bonus to health, mana, and ego regeneration for 30 seconds.
  275. Additionally, whenever a patient finds herself healed by you, she will
  276. receive a 3/10 boost to universal damage resistance for 30 seconds.
  277. These effects do not occur as a result of self-heals, self-cures, or
  278. cauterize.
  279.  
  280. HEALING - PROJECTION
  281.  
  282. Syntax: PROJECT AURA
  283. Power: 2 (Any)
  284. By projecting your aura outward, you can cure all of your assembled
  285. allies of some of their afflictions, the number of which depends on your
  286. current skill in healing. If the number of personal enemies in your
  287. presence outweighs the number allies in your company, your allies will
  288. also find their health renewed.
  289.  
  290. HEALING - VITALITY
  291.  
  292. Syntax: RADIATE VITALITY
  293. Power: 5 (Any)
  294. A special aura that cannot be transferred and does not count against the
  295. Healer's number of currently raised auras, the vitality aura protects
  296. the Healer from the physical backlash caused by absorbing others' wounds
  297. into herself. If the Healer overwhelms her ability to absorb wounds, the
  298. vitality aura will flare and save the Healer from certain death.
  299.  
  300. HEALING - ATTEND
  301.  
  302. Syntax: ATTEND TO <target>
  303. ATTEND TO NOBODY
  304. Power: 2 (Any)
  305. Attend to your patient by linking your aura to hers. While linked, 20%
  306. of all healing you do to yourself or others (either through traditional
  307. means or your abilities) will propagate directly to your patienat
  308.  
  309. Furthermore, there is a 20% chance that any affliction the patient
  310. receives will automatically transfer to your aura, curing the patient
  311. but afflicting you in the process. This link restores your empathy, but
  312. it will break if you and your patient no longer reside in the same area.
  313.  
  314.  
  315. HEALING - SACRIFICE
  316.  
  317. Syntax: SACRIFICE FOR <person|ALLIES>
  318. Power: 2 (Any) (for singular sacrifice)
  319. In cases of dire need, sometimes a Healer is called upon to make the
  320. ultimate sacrifice to save another. You may either choose to sacrifice
  321. your own health and well-being for a singular person, in which case you
  322. will be severely weakened (or, if you are not healthy enough to begin
  323. with, you will die), or for your allies, in which case you will have to
  324. give up your life.
  325.  
  326. When sacrificing for your allies, all your personal allies in your local
  327. area will be affected, whereas when sacrificing for a singular person,
  328. you must be in the same location as that person.
  329.  
  330. NOTE: When you die due to sacrificing for your allies, though not for a
  331. singular person, your body will crumble away with your lifeforce, and
  332. the vitae defence will be ignored.
  333.  
  334. HEALING - MANIA
  335.  
  336. Syntax: CURE <target>|ME MANIA
  337. Restore the mind from manic attacks of stupidity, recklessness,
  338. hallucinations, addiction, paranoia, asthma, and insomnia, in that
  339. order.
  340.  
  341. HEALING - INSANITY
  342.  
  343. Syntax: CURE <target> INSANITY
  344. Your skill in healing in such that you will recover from Astral induced
  345. insanity at an increased rate. You may now also siphon some of the
  346. Astral induced insanity from your target unto yourself, but only
  347. occasionally.
  348.  
  349.  
  350. HEALING - CAUTERIZE
  351.  
  352. Syntax: CAUTERIZE <target>
  353. Power: 1-5 (Any)
  354. This controversial ability will cure a patient of ailments by burning
  355. away the affected portions of his aura, but the patient is not
  356. guaranteed to survive. If the target's aura is completely twisted and he
  357. has at least one spiritual, one mental, and one physical affliction,
  358. cauterize will cost 5 power and your target will be slain instantly. If
  359. the target?s aura is already dangerously unraveled, the target will be
  360. slain instantly regardless of the afflictions he currently possesses.
  361. If, however, the target?s aura is not completely twisted, or if the
  362. target lacks the necessary suite of afflictions, cauterize deals fire
  363. damage to the target, cures him of 1 random affliction, and induces
  364. aurawarp at a cost of 1 power.
  365.  
  366.  
  367. HEALING - REGENERATE
  368.  
  369. Syntax: CURE <target> REGENERATE HEAD | CHEST | GUT | ARMS | LEGS]
  370. Regenerate lost or mangled limbs, a crushed chest, burst organs, fully
  371. collapsed lungs, and even disembowelments. This cure will cause more
  372. empathy loss than other cures when used on oneself.
  373.  
  374. Note: You cannot radiate a regeneration aura.
  375.  
  376. HEALING - DRAW
  377.  
  378. Syntax: DRAW AFFLICTIONS <target>
  379. DRAW AFFLICTIONS <target> <type of ailment> <type of ailment> <type of
  380. ailment>
  381. Power: 1 (same room) - 2 (same area) (Any)
  382. As though drawing poison from a wound, you will transfer 3 afflictions
  383. at top of the cure queue from your target to yourself. Alternatively,
  384. you can specify three types of ailments to siphon. Because of your
  385. awe-inspiring command of the healing arts, there is a 50% chance that an
  386. additional affliction will be cured from your target outright. This
  387. skill restores massive amounts of empathy, and it cannot be forced.
  388.  
  389. Note: This ability will automatically ignore the advantageous effects of
  390. insomnia, blindness, and deafness on your patients.
  391.  
  392.  
  393.  
  394.  
  395.  
  396. HEALING - BEDEVIL
  397.  
  398. Syntax: BEDEVIL <target>
  399. Desperate times call for desperate measures, and so at the cost of mana,
  400. a Healer may randomly transfer 2 of her current afflictions to a target.
  401. Each affliction also contributes aurawarp to the target?s aura, the
  402. amount of which depends on the current state of the Healer's empathy. So
  403. long as the Healer remains awake and not stunned, she will be able to
  404. make use of this powerful ability.
  405.  
  406. Note: This ability will automatically ignore the advantageous effects of
  407. insomnia, blindness, and deafness.
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