Those that are capable in this Aspect are able to manipulate and encourage natural energies in the world around us. This includes motivating another's body into healing itself (though never their own), or using unseen energies to make something new again. It also includes manipulating and developing the environment. The Spirit Aspect gives its wielder an innate interaction with things on a molecular level. They can break things down into their component parts, all the way down to the molecular level when they become strong enough, and rebuild them from those component parts.
All abilities targeting a PC can be resisted with a Grit+Composure, or a direct Spirit vs Spirit contest; this command will choose whichever ability is the higher of the two: spirit Enactor vs Target
To mend someone's injuries, use mend <target>
.
Please remember that Spirit cannot be used to mend/heal one's self, but it can be used to damage one's self.
Note that the abilities below are essentially optional. You're welcome to decide for story or character reasons that your character can't do things listed below, or that they haven't learned how to do them yet and will later. No approval is needed.
Prior to June 2020 IC (December 2019 OOC), characters were able to completely heal wounds, even to the point that they left behind no scars. Something changed at that time, and those who are able to use healing energies would have noted the change. In June 2022 (IC and OOC) healers managed to negotiate a partial increase in ability; they can now heal more times in a day, but they can still not completely cure or remove injuries like they once could.
Please note: The code used for this command in FS3 combat is the Mend code, which will speed up the healing on a character's damage report. Characters can only successfully heal using this command once per RL day. Subsequent heals will be role-play only.
combat/buff
used with the level 1 ability.)A Spiritualist is able to create or repair damage to living beings and inanimate objects. In living beings, this has the effect of causing or healing injuries, and at higher levels includes completely curing diseases. (Note that they are never able to heal themselves regardless of skill level.)
For healing code-dealt damage (visible on a character's damage
sheet) on PCs, use the mend <person>
command. This will roll Spirit, and based on the number of successes add healing time to all of the target's current wounds. This can only be done once every RL day.
For 'soft' damage, i.e. damage which was not applied to the damage sheet but is narratively relevant, that's up to the healer and injured character. The Spiritualist should roll Spirit with any relevant modifiers (contested if the target would resist the healing), and based on the number of successes the characters can determine how effective the healing was. Bare in mind that this should still function like the coded healing does; the body is encouraged to heal as it would normally, i.e. the injury doesn't simply vanish.
Note: We encourage interacting with healer-type PCs (doctors, nurses, EMTs and paramedics, etc.). Anyone with 2 or more dots in the Medicine skill can use the heal <person>
command to heal someone over time, and anyone with 2 or more dots in the Medicine skill can use treat <person>
command to apply First Aid type healing to the single worst wound on the damage sheet which is still treatable (see the 'Treat?' column on the damage sheet).
The below guide outlines the effectiveness of a spiritualist's damage-dealing power, including the use of Pyrokinesis, based on successes. Note that you may want to, as an ST/GM, take into account skill level, as while it's technically possible for someone who is Spirit 1 and Glimmer 4 to get a Crushing Victory, perhaps that shouldn't necessarily have the exact same effect as someone who's Spirit 8 doing the same thing.
Wound Description | Minimum Successes | Description |
---|---|---|
Incapacitated | Crushing Victory or 5 successes (Great Success ) | Catastrophic tear/cut or burn. Life-threatening if untreated. Item is effectively destroyed. |
Impaired | Victory or 3 successes (Good Success ) | Major tear/cut or burn. |
Flesh Wound | Marginal Victory or 1 success (Success ) | Moderate tear/cut or burn. |
Graze Wound | Draw or 1 Success (Success ) | Doesn't appear on the damage report. Small tear/cut or burn (superficial/less than inch long). |
The proximity guidelines below mention "multiple targets," but all of the abilities for Spirit are single-target only.
Level | Proximity Example |
---|---|
1 | Your abilities work as long as your target is within arm's length |
2 | You can affect a single target directly in your line of sight |
3 | You can affect a single target in the same room as you, even if sight is obstructed |
4 | You can affect multiple targets in the same room as you, even if sight is obstructed |
5 | Abilities work in a space up to 50 feet around you, even if sight is obstructed |
6 | Abilities work in a space up to 100 feet around you, even if sight is obstructed |
7 | Abilities work in a one-block radius around you / 100 yards, even if sight is obstructed |
8 | Abilities work in a one-mile radius around you, even if sight is obstructed |
These suggestions and examples are simply that; suggestions and examples. Always keep in mind that you can tailor the drawbacks to using Glimmer to your character's narrative.
Lower level/less frequent use
Frequent use/higher level use