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Regen

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Regen
   Revitalize
      Fast Healing
      Fast Rehabilitation
      Fast Recovery
      Fast Recharge
      Deathless
      Immunity
      Shrug It Off
      Indestructible
   Restore
      Cellular Reconstruction
      Perpetual Renewal
      Self Resurrection
      Irrepressible
      Instant Regeneration
      Merely A Flesh Wound
      Relentless
      Concentrated Healing


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Revitalize

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Fast Healing

Fast Healing
Regen, Fitness, Passive
None
This card is always considered to be in play.
You self heal at an impressive rate.
During each of your End of Turn phases, you regain SR # of non-critical Wounds, up to your maximum. This occurs even if you are unconscious, but not if you are dead.
Regen: You heal so quickly, trivial wounds immediately close. You have +1 Soak
 
 
 
 
 
 
 

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Fast Rehabilitation

Fast Rehabilitation
Regen, Ego, Passive
None
This card is always considered to be in play.
Your mind adapts and refreshes itself at an impressive rate.
During each of your End of Turn phases, you regain (SR/2) Grit rounded up, up to your maximum. This occurs even if you are unconscious, but not if you are dead.
Schisms cannot be healed with this Stunt, but if some other effect converts an Schism to normal Grit damage this Stunt can then heal them.
Ego: +1 Psyche.
Regen: you regain SR Grit instead of (SR/2) Grit.

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Fast Recovery

Fast Recovery
Regen, Fitness, Passive
None
This card is always considered to be in play.
You recover quickly.
During each of your End of Turn phases, you regain SR # of fatigue or stress; you may choose the allocation each Turn. This occurs even if you are unconscious, but not if you are dead.
Regen: during each of your End of Turn phases, you regain SR # of fatigue and stress. This occurs even if you are unconscious, but not if you are dead.
 
 
 
 
 
 

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Fast Recharge

Fast Recharge
Regen, Fitness, Passive
None
This card is always considered to be in play.
During each of your End of Turn phases, you may remove up to (SR/2) # of recharge tokens, rounded up, from a single one of your recharging action cards. This occurs even if you are unconscious, but not if you are dead.
Regen: during each of your End of Turn phases, you may remove up to SR # of recharge tokens chosen from amongst any of your recharging action cards in any allocation. This occurs even if you are unconscious, but not if you are dead.
 
 
 
 
 
 
 

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Deathless

Deathless
Resist, Regen, Passive
None
Prereq: Resilience trained
This card is always considered to be in play.
You are extremely difficult to kill.
Your Toughness is multiplied by (SR +1) to determine the number of critical Wounds necessary to kill you.
I.e., if you have Toughness 4 and SR 1, it takes 9 critical Wounds to kill you rather than the normal 5 critical Wounds.
Regen: regain +1 Wound during each of your End of Turn phases.
Resist: +1 Soak

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Immunity

Immunity
Fitness, Regen, Resist, Passive
Prereq: Resilience trained
This card is always considered to be in play.
There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects; you cannot change your selection after you have chosen. The effects are cumulative.
*You are immune to over exposure to cold, and to the Slowed condition.
*You are immune to over exposure to heat, and to the Exhausted condition.
*You are immune to radiation exposure, and to the Sickened condition.
*You are immune to disease, and thus are unaffected by Disease conditions
*You are immune to poison, and to the Poisoned condition.
 
 

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Shrug It Off

Shrug It Off
Recharge: 2
Image
Resist, Regen, Fitness
Resilience (To)
Resilience trained
If you are suffering from a temporary condition, you may play this card.
1: You may immediately remove SR # of tokens from a condition affecting you, if it is in your best interests.
3: You may immediately remove SR # of tokens from all conditions affecting you, where it is in your best interests.
Fitness: Regain 1 stress, 1 fatigue
Resist: You may play this card as a React when a temporary condition is being applied to you prior to the condition taking effect; if all tokens are removed from the condition there is no effect.
Regen: Remove 2 recharge tokens from this card.

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Indestructible

Indestructible
Resist, Regen, Passive
None
This card is always considered to be in play.
You cannot be nickle and dimed by a high volume of small attacks. Such puny assaults are not even an annoyance to you.
If an attack does (SR x 3) damage or less and you Soak all of the damage, you do not take 1 automatic Wound.
Resist: You have +1 Soak
Regen: You may convert +1 critical Wound to a normal Wound during your end of turn phase. This occurs even if you are unconscious, but not if you are dead.
 
 
 
 
 

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Restore

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Cellular Reconstruction

Cellular Reconstruction
This Stunt upgrades and replaces Fast Healing.
Regen, Passive
This card is always considered to be in play.
You self heal at an amazing rate.
Prereq: Fast Healing (5), Resilience trained.
You heal so quickly, trivial wounds immediately close. You have +2 Soak.
At the beginning of each of your End of Turn phases you may convert 1 critical Wound you currently have with a severity that is less than or equal to SR into a normal Wound.
During each of your End of Turn phases and each Rally phase, you regain (5 + SR) # of non-critical Wounds, up to your maximum Wound threshold. You also regain SR fatigue. This occurs even if you are unconscious, but not if you are dead.

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Perpetual Renewal

Perpetual Renewal
This Stunt upgrades and replaces Cellular Reconstruction.
Regen, Passive
This card is always considered to be in play.
You heal almost instantly from even the most grievous of injuries.
Prereq: Cellular Reconstruction (5), Resilience trained.
You heal so quickly, trivial wounds immediately close. You have +3 Soak.
You no longer take critical Wounds; all critical Wounds inflicted on you are treated as normal Wounds.
You cannot be killed due to critical Wounds, but you can still be killed if you suffer normal Wounds equal to your Toughness x 5.
During each of your End of Turn phases and each Rally phase, you regain (10 + SR) # of Wounds, up to your maximum Wound threshold. You also regain (5 + SR) fatigue. This occurs even if you are unconscious, but not if you are dead.

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Self Resurrection

Self Resurrection
Regen, Passive
None
This card is always considered to be in play.
Even death is merely an inconvenience for you
You may return to play after being killed. Each time you use this Stunt it's SR is permanently reduced by 1, and it cannot be used while at SR 0. Make sure to "pay in advance".
In addition to the primary effect of this Stunt, you also recover +1 non-critical Wound during each of your End of Turn phases.
 
 
 
 
 
 
 

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Irrepressible

Irrepressible
Regen, Passive
None
This card is always considered to be in play.
Not much slows you down for long.
Prereq: Resilience trained, Discipline trained.
When you are granted any Brief (Malign) condition subtract SR from the number of counters to be added to that condition before it takes effect. If no counters remain discard the condition; it has no effect on you.
 
 
 
 
 
 
 

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Instant Regeneration

Instant Regeneration
Recharge: (12-SR)
Fatigue: 2, Stress: 2
Regen, React
Resilience (To)
Prereq: Toughness 5+
If you have less than your maximum Wounds, you may play this card.
Recover (SR x 2) non-critical Wounds immediately.
 
 
 
 
 
 
 

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Merely A Flesh Wound

Merely A Flesh Wound
Recharge: (8-SR)
Fortune: 1
Regen, React
Resilience (To)
Resilience trained
If you would take one or more critical Wounds from an attack, you may play this card.
1: convert 1 critical Wound from the resolving attack into a normal Wound.
2: convert 2 critical Wounds from the resolving attack into normal Wounds.
3: convert all critical Wounds from the resolving attack into normal Wounds.
4: as (3), and recover 1 Wound immediately
6: as (3), and recover all Wounds you suffered from this attack.
+: remove 1 recharge token from this card; this may be used many times.
-: add 1 recharge token to this card; this may be used many times.

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Relentless

Relentless
Recharge: (SR x 2)
Fortune: 1
Regen, React, Ongoing
Resilience (To)
Resilience trained, Discipline trained
If you would be knocked unconscious or killed, you may play this card.
You do not become unconscious or dead yet; you remain conscious and active as long as this card is recharging. If, when this card is no longer recharging, you should still be unconscious or dead you immediately become unconscious or dead. If you have been healed or otherwise recovered sufficiently then unconsciousness or death has been averted.

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Concentrated Healing

Concentrated Healing
Recharge: (10-SR)
Fatigue: 1, Stress: 1; Image
Regen
Resilience (To)
If you are currently suffering from a critical Wound you may play this card
1: You may convert a single critical Wound with a severity equal to or less than SR into a normal Wound.
3: As (1) and you may convert a second critical Wound with a severity equal to or less than SR into a normal Wound.
5: As (1) but you may convert all critical Wounds you are currently suffering from with a severity equal to or less than SR into a normal Wound.
+: Remove 1 recharge token from this card; this is usable multiple times.
!: Regain 1 Wound; this is usable multiple times.
?: Suffer 1 stress, 1 fatigue

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