Morichro
Force Power
- Subtype: Biomancy
- Prerequisite: None
- Source: 3.2
Brief
Availablity | Action | Range | Cost | Basic Effect |
---|---|---|---|---|
At-will |
Swift |
Touch |
Sustain free, FP cost |
You sense and interact with subject's body, effectively allowing you to use Treat Injury without tools or invasion. Each use costs 1 FP. |
Description
"A Force technique, it is. The body functions of targets, it rapidly slows. Most effective for subduing opponents this is. Yet dangerous, too. Constantly monitored, a target must be. Fail to reverse the process should the Jedi, indefinite the unconsciousness can be. Die of dehydration or starvation, can an untended target. Realized this, the ancient Jedi did. Much research into history have I done. Known to use this technique dark side Force-users are not. Not malevolent is Morichro. To master Morichro, less malevolent uses of the Force must a student master first."
―Jedi Master Yaddle
Techniques
- First Aid: (Knowledge 5, Concentration 5, +1 FP) With telepathic sense of the subject's body, and telekinetic control of everything within, it is possible to use ordinary healing methods very rapidly, such as bonesetting, suture of ruptured blood vessels, the evacuation of toxins or foreign objects, etc. Even at the best of times, however, a quick-and-dirty approach can miss much. You may use this power to perform the following actions:
- Mitigate Injury: (FP varies) You correct a fresh injury, such as a broken bone, damaged organ, etc. This mitigates the penalty, but the quick-and-dirty approach means that your corrections do not count as proper treatment; long-term-recovery will still require proper care, else the injury may not heal properly. A mitigated injury is shifted to the next lower category. FP cost = 1 for minor, 5 for major, and 15 for critical. Success requires a Treat Injury check equal to the normal DC to treat the injury.
- Stabilize: (+1 FP) You cause a character who is Bleeding Out to stabilize, becoming merely disabled. The DC is the same as normal, but the action is only 1 round; you must succeed at both a Concentration check and a Treat Injury check. If you fail the Concentration check, the attempt fails, but you cause no additional injury. If you fail the Treat Injury check, normal penalties apply.
- Malacia: (Treat Injury 5) You use your knowledge of anatomy to cause discomfort or pain without any actual harm. Subject is wracked (Will ends, vs Concentration).
- Reach: (Knowledge 5, Concentration 5, +100% FP) Increase range to short. All FP costs +100%.
- Sleep: (Knowledge 5, Concentration 5, 2 FP) Subject becomes unconscious (Unarmed vs Reflex, then Concentration vs Will). If subject was in a heightened state (such as in combat), he gains a +5 to Will. State is similar to deep sleep; any physical trauma to subject will end the effect. Subject emerges from sleep after several hours.
- Gentle Repose: (Knowledge 10, Concentration 10, 3 FP) 1-minute action. You cause subject to enter a state of deep hibernation, slowing their circulatory system to almost no activity. Unwilling subjects are allowed a Will save to end during the action. In this state, biological needs are reduced to almost nothing. However, without constant monitoring and correction by a Morichro practitioner, subject is unlikely to return from this condition unaided, and indeed is likely to slip further into true death.
Notes
- The art of Morichro is ancient, thought to be older than the Jedi Order. Its name means "to slow death", and this is reflected in the reality that, while the Force allows for many possibilities, it is important to remember that true immortality is impossible. While masters of Morichro can perform some feats of longevity and recovery beyond even modern medicine, it is perhaps most useful in trauma medicine, where it can be employed more rapidly than medical equipment and techniques.
- Whenever this power is used offensively, you must succeed at an Unarmed vs Reflex Defense attack to touch.