• Ease Pain
At this level the shifter may negate the physical pain another feels for a while, allowing the target to push themselves harder than they normally would be able to. The shifter using this ability may only use it on one target per turn.
Cost: One essence point.
Dice Pool: Intelligence + Empathy.
Action: Immediate.
Roll Results
Botch: The shifter is unable to use the gift on the character just attempted for the remainder of the scene. All essence spent is lost.
Failure: The shifter is unable to negate the character's pain, and loses the essence spent.
Success: The shifter is able to remove another’s wound penalties for a scene.
•• Martyr's Grace
The selfless shifter may now transfer another’s injuries to herself, taking on the exact wounds possessed by the target.
Cost: None.
Dice Pool: Intelligence + Medicine.
Action: Immediate.
Roll Results
Botch: The shifter is unable to use the gift on the same character for the remainder of the scene. All essence spent is lost.
Failure: The shifter is unable to transfer the wounds and loses the essence spent.
Success: One level of damage is transferred per success. These wounds are usually exactly the same as the target’s, and retain the same qualities (aggravated, lethal, bashing).
••• Mother's Touch
As they become more proficient in healing, the shifter possessing this gift learns to heal another without injuring herself. This gift can only be used to heal bashing or lethal damage.
Cost: One essence point.
Dice Pool: Intelligence + Medicine.
Action: Immediate.
Roll Results
Botch: The shifter is unable to use the gift on the same character for the remainder of the scene. All essence spent is lost.
Failure: The shifter is unable to heal the wounds, and loses the essence spent.
Success: One level of damage per success is healed.
•••• Gaia's Mercy
At this level the shifter is able to heal most any wound another has, no matter how grievous it might be. Even regrowing something like a lost limb or eye is possible. Obviously, at this level the shifter may now attempt to heal aggravated damage.
Cost: Two essence points.
Dice Pool: Intelligence + Medicine.
Action: Immediate.
Roll Results
Botch: The shifter is unable to use the gift on the character just attempted for the remainder of the scene, and takes on lethal damage to the equivalent of the number of levels on botch roll. I.e. -1 botch, 1 damage; -2 botch, 2 damage, etc. All essence spent is lost.
Failure: The shifter is unable to heal the character's wounds, and loses the essence spent.
Success: One level of damage per success is healed. To regrow a lost limb, etc, at least 3 successes are required, and no body that has been decapitated may have the head grown back.
••••• Breath of Life
With this gift, a truly dedicated healer may be able to bring back the dead by breathing life back into the corpse. The deceased body must be intact for this to even be possible, as this gift will not regrow a head or heal any wounds. This gift may not be attempted more than once on a single target, even if it succeeds.
Cost: Three permanent essence points.
Dice Pool: Intelligence + Occult.
Action: Immediate.
Roll Results
Botch: The shifter using this gift dies instantly, their soul torn away. No other gift or ability can prevent this.
Failure: The deceased remains so, and all permanent essence points are lost.
Success: The deceased is brought back to life.
System
As Breath of Life merely brings the deceased back to life, but does not heal damage, the body must be brought back to a restorable state before this gift can be attempted. If the body is still warm (less than an hour dead), Martyr's Grace can be used to bring it back to a restorable state, with all damage transferred to the user becoming aggravated. Once this is completed, the healer may then attempt Breath of Life.