Regeneration

Enchantment

Growth Points: 5
Required Level: 5

Routine Craft Time: 1 Hour Per Charge Pool Fill.
Charge Pool Fill: (v:8 + Raw Potency x Focal Potency)
Note: A Charge Pool can not exceed 8 + Raw Potency x Focal Potency, but multiple Routine Craft Time Hours may be spent to maximize the Charge Pool.

Weapon Effect: Regeneration immediately applies any available Charge Pool to the wielder’s Hit Points as damage is taken or if damage is present.
Armor Effect: Regeneration immediately applies any available Charge Pool to the wielder’s Hit Points as damage is taken or if damage is present.
Trap Effect: On Entering the Area, Regeneration immediately applies any available Charge Pool to the wielder’s Hit Points if damage is present.

Healing Type: Regeneration may apply to any damage from any Injury Card a Character Has as the Player sees fit. Regeneration does not Over-Heal, but will not stop short of fully filling the affected Character or Unit’s Hit Points.

Caveats: Having two sources of Regeneration consumes the Charge Pool Fill of both, but still does not heal more than 1 Hit Point per Charge Pool Fill.

Shelf Life: 10 Hours


Leaf Effects

Requirements: Regeneration must be unlocked to grow any of the following Leaf Effects


Over-Enchant (Regeneration)

Growth Points: 5

The Regeneration Charge Pool Fill can now fill up to (20 + Raw Potency x Focal Potency). Each Hour spent Enchanting still only increases the pool by (v:8 + Raw Potency x Focal Potency)


Persistent Results (Regeneration)

Growth Points: 5

The Charge Pool Fill now fills at (10 + Raw Potency x Focal Potency) but takes 30 Minutes Longer to Enchant, increasing a single Charge Pool Fill to 1 Hour, 30 Minutes. If short on time, the regular 1 Hour may be performed for the regular (v:8 + Raw Potency x Focal Potency) amount.


Healing Fountain (Regeneration)

Growth Points: 10

You may move any Regeneration Trap Effects Enchanted by you to a Tile of your choice which you can see for 3 Action Slots or 3 Reserved Slots, regardless of its current position. Healing Fountains when activated this way are visibly distinct, and regardless of flavor, recognizable by any Character or Unit who is able to see the Tile. Once a Regeneration Tile has been moved, it may not be moved again until 1 re:Cycle has passed.


Rules As Intended: If you have multiple Regeneration Tiles you may move each of them once per Full Round. These Tiles can not overlap, but a second Regeneration Tile may be placed where a previous one was in the same round, if the previous Regeneration Tile was fully consumed.

The Developer

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