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Biophysical Control

The hero has the ability to consciously alter the physiology of a target. This is accomplished by sheer force of will and does not require any physical action on the hero's part, aside from touching the target. The Power can be used at a distance but each 10' separating the hero from the target reduces his effective Power by -1CS. The Power is normally concentrated on a single target, but the hero can affect as many targets as he desires. Each additional target also decreases the rank -1CS.

For example, trying to affect 2 targets at a distance of 10' drops the hero's rank -4CS (-2CS per target).

The result of any form of this Power is permanent. (What's the point of healing somebody if he's just going to drop dead later, right?) The actual ongoing effects continue for as long as the hero continues to use his Power. Once this is done, the target's natural healing abilities and rates revert to normal. There are 7 forms of Biophysical Control, each with its own set of effects. The first 4 forms are benevolent, the last 3 are malevolent. Heroes who use the malevolent forms against sentient beings risk Karma and Popularity loss. When the hero is created, the player must roll 1 of these forms. He can select 1 or let the dice decide for him.
Healing: The hero can cure the damage caused by wounds, trauma, toxins, and disease. The hero can increase the target's Health by an amount equal to the Power rank level. This is the maximum benefit the hero can give per day to 1 specific person. The color of the required FEAT is determined by the nature and severity of the damage. Green FEATs handle broken bones, non-terminal disease, and simple wounds. Yellow FEATs handle physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. Red FEATs handle mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The Power seals the body and returns any still-living tissues to health. It cannot replace lost tissue.

Regeneration: The hero has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. Limbs are regrown by a green FEAT, organs by a yellow FEAT, and brain and neural tissues by a red FEAT.

Revival: The hero can actually bring the dead back to life. The Power rank number is the maximum number of days the target can have been deceased and still be revived. The condition of the corpse determines the color of the required FEAT. An intact, unembalmed, undecayed corpse is revived on a green FEAT. A decayed but intact corpse needs a yellow FEAT. A red FEAT is required for partial or embalmed remains.

For example, a Gd rank can revive a 10-day-old, slightly moldy body if the player rolls a 75 or better.

The Power begins by healing and regenerating any damage to the body, especially the cause of death. Once the body is habitable again, the Power automatically summons the deceased spirit back and reconnects it with the body. If the spirit was already reincarnated into another body, the spirit splits into identical halves. 1 remains with the new body while the other half returns home. If the spirit is trapped, the hero can make an attempt to free him based on the Power rank of whatever is holding the spirit. Until the spirit returns, the body remains in a comatose state.

Damage Transferral: The hero can heal another by apparently taking that damage from the victim and moving it into the hero. The Power first heals the target; the manner is the same as for Healing (above). Simultaneously, the hero's body reshapes itself into a duplication of the damage being healed. Once the target is healed, the hero's Self-Healing abilities (same rank) then cures this ersatz damage. A hero cannot heal another person until he has returned to normal.

Decay: The hero can accelerate the cellular collapse of body tissue. The Power can cause Power rank damage per turn. The target becomes leprous, dies, and quickly crumbles to dust if the Power is used long enough.

Disruption: The Power can upset the smooth functioning of the physiology. The target suffers Power rank losses to his Health as he suffers anything from minor discomfort (nausea, chills) to fatal trauma (coronary attack).

Aging: The Power can accelerate or reverse the aging process. The normal rate is multiplied by the Power rank number. For example, a Gd(10) rank can make aging occur at tenfold rate or go in reverse at an equal rate. A green FEAT accelerates aging. A yellow FEAT stops it. A red FEAT reverses it. As the victim's age changes, physiology and mental capacities change as well. While the Power can function as a "Fountain of Youth", it can also be used to kill through old age or regression to protoplasm.
A target can be protected from unwanted Biophysical Control by such Powers as Force Field Generation and True Invulnerability.

Optional Powers include another form of this Power.

The Nemesis is either Immortality or Serial Immortality.