[FOCI]

Works Miracles

Cypher System Rulebook 1e

You manipulate matter and time to help others, and you are beloved by everyone you encounter. Some people consider you a representative of the Maker, or perhaps an Incarnation in training. Perhaps they're right—the source of the energies that you now wield is a mystery to you; for all you know, they are a gift from a power from beyond the world. One thing is for certain—you represent the idea that some magic is inherently good and affirming.

Although the assumption might be that miracle workers are most often paradoxes, it is in fact spinners who likely make the best of their kind.

A character in a setting without magic or gods who Works Miracles might—knowingly or unknowingly—be using nanites to heal, directing and speeding up the cells’ mitotic phase or even the migration of cells in the system.

Connection

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

Equipment

Ardeyn clothing, light armor, one weapon of your choice, an explorer's pack, a healing kit, and 200 crowns.

Minor Effect Suggestion

The target is healed for 1 additional point.

Major Effect Suggestion

The target is healed for 2 additional points.

Tier 1

Healing Touch (1 Intellect point) Action

With a touch, you restore 1d6 points to one stat Pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours.

Tier 2

Alleviate (3 Intellect points) Action

You attempt to cancel or cure one malady (such as disease or poison) in one creature.

Tier 3

Font of Healing Enabler

With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This heali`ng costs them 2 Intellect points. A single creature can benefit from this ability only once each day.

or

Miraculous Health Enabler

When you would descend a step on the damage track, you can attempt a Might task to resist, with a difficulty equal to the level of the foe or effect that harmed you. If successful, you don't descend the step and you regain 1 point in any Pool that is bereft of points. You can't use this ability again until after your next ten-hour rest.

Tier 4

Inspire Action (4 Intellect points) Action

If one ally can see and easily understand you, you can instruct that ally to take anAction. If the ally chooses to take that exact action, they can do so as an additional action immediately. Doing so doesn't interfere with the ally taking a normal action on their turn.

Tier 5

Undo (5 Intellect points) Action

You turn back time a few seconds, effectively undoing a single creature's most recentAction. That creature can then immediately repeat the same action or try something different.

Tier 6

Greater Healing Touch (4 Intellect points) Action

You touch a creature and restore its Might Pool, Speed Pool, and Intellect Pool to their maximum values, as if it were fully rested. A single creature can benefit from this ability only once each day.

or

Restore Life (9+ Intellect points) Action+

You can attempt to restore life to a dead creature of up to level 3, as long as the corpse is no more than a day old and is mostly intact. You can also attempt to restore life to a corpse that is much older but is especially well preserved. The difficulty of the Intellect task is equal to the level of the creature you're attempting to restore to life. For each additional level of Effort applied, you can attempt to restore the life of a creature whose level is 1 higher. When first restored to life, a creature is dazed for at least a day, and all tasks they attempt are hindered.

One minute to initiate.

GM Intrusions: Attempts to heal might cause harm instead. Sometimes, a community or individual needs a healer so desperately that they hold one against his will.