[FOCI]

Regenerates Tissue

The Strange

Your body possesses a natural ability to heal its own hurts. You've accelerated this through biomodifications and self-directed surgeries, which is why some refer to you as an egosome.

Sometimes egosomes are denigrated for looking out only for their own interests, but from your point of view, who's better able to look out for yourself than you? You wear regular Ruk clothing and simple light armor—no need to call attention to your ability to withstand hurts that would kill others.

Vectors usually choose to regenerate tissue, but any type would find it useful to have an extra lease on life.

Connection

If this is your starting focus, choose one of the following connections.

Equipment

Ruk clothing, light armor, one weapon of your choice, an umbilical, and an account with 70 bits.

Minor Effect Suggestion

You spontaneously regain 1 point to either your Speed Pool or your Might Pool.

Major Effect Suggestion

You spontaneously regain 2 points to any of your stat Pools.

Tier 1

Regeneration (1 Intellect point) Action

You restore 1d6+1 points to either your Speed Pool or your Might Pool. This ability is a difficulty 2 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to 2 after you rest for ten hours.

If you have both Regeneration from the Regenerates Tissue focus and the vector's Quick Recovery move, you're particularly skilled at regeneration. Your first recovery roll of the day (usually requiring a single action) is treated as if the ability was an enabler.

Tier 2

Immune to Toxins Enabler

You are immune to disease and poisons whose level is equal to or less than your tier. When you make a defense roll to resist a higher-level toxin, the difficulty is reduced by two steps.

Tier 3

Induce Regeneration (2 Intellect points + 3 Might points) Action

You cut a piece of your flesh free and apply it to another creature's wound. Your transplanted regenerating flesh restores 1d6 points to one of the creature's stat Pools. This ability is a difficulty 3 Intellect task. Each time you attempt to transplant regenerating flesh to the same creature, the task difficulty increases by one step. The difficulty returns to 3 after that creature rests for ten hours.

Action to make cutting; action to apply.

Tier 4

Generate Carapace (4 Might points) Action

The outer layers of your skin calcify, giving you +2 to Armor. However, this kills the outer layers of your skin, which sheds within ten minutes. By then, a new layer of skin is ready to take the shed skin's place

Action to initiate.

Tier 5

Greater Regeneration (6 Intellect points) Action

You restore your Might Pool and Speed Pool to their maximum values. This ability is a difficulty 2 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to 2 after you rest for ten hours.

Tier 6

Rhizome Seed Enabler

Your consciousness and knowledge are concentrated into a rhizome tendril that protrudes a few inches (7 cm) from the back of your neck. You function normally, although the seat of your consciousness is located in the rhizome, not your brain. This shift provides several benefits:

The rhizome seed, while detached from your body, is a mobile level 1 creature. As the seed, you have a target number of 3 and a health of 3, and you inflict 1 point of damage with a spike. You have Armor 3 and an immediate movement speed, though you can deploy a fluffy vegetable “wing” to drift on strong winds.

If the rhizome seed is destroyed while detached from your body, you die.

GM Intrusions: Healing sometimes leaves nasty, ugly scars. Regeneration can get out of control, with cells creating body mass you never originally possessed.