Life Mana Orb Updated 1-28-25
Added 2025-01-29 00:47:37 +0000 UTCGoing to get all the full orbs up here in a collection to make things easier for people who may want to reference them. But also working on a redesign that uses fewer tables to make things easier on one reader with a screen reader as well as cross-posting and eventual book formatting. What are everyone's thoughts?
Mana Orb
~Life (2)~
-First Tier-
Inner Vitality (8)
Requirements: N/A
Inner Vitality allows the host to understand the functions within themselves beyond what they are normally capable of. Further growth and development will allow for synergistic applications with the host’s senses to build a detailed understanding of everything within themselves.
-Second Tier-
Lesser Regeneration (25)
Requirements: Inner Vitality (5)
Lesser Regeneration uses the host’s mana flow to slowly repair their body. This is uncontrolled, and body parts need to be placed in their proper position for full effect. Further ranks increase the rate of healing.
Medical Telemetry (15)
Requirements: Inner Vitality (1)
Medical Telemetry allows the host to apply what they’ve learned through Inner Vitality to others. Further ranks allow for more data to be transmitted.
Pain Management (25)
Requirements: Inner Vitality (3)
Pain Management allows the host to reduce the pain of injuries. It does not do anything to treat them, and further use of a damaged body part could make the injury worse. Further ranks have increased benefits.
Stitch (25)
Requirements: Inner Vitality (2)
Stitch allows the host to seal their own wounds with a mana-based stitch that reinforces itself as the wound heals, dissipating once completed. Further ranks have increased benefits.
Sling (25)
Requirements: Inner Vitality (3)
Sling allows the host to immobilize and protect damaged or broken bone using a mana weave that decreases the healing time. Further ranks have increased benefits.
-Third Tier-
Cast (25)
Requirements: Sling (15)
Cast further refines the Sling skill, allowing the host to better immobilize bone damage. This skill allows even the worst of comminuted fractures to be healed with Sling. Further ranks increase how much destruction of bone that Sling is able to repair.
Regeneration Efficiency (25)
Requirements: Lesser Regeneration (15)
Regeneration efficiency decreases the rate of mana needed for lesser regeneration. Further ranks will allow for even less mana expenditure.
Regeneration Efficacy (25)
Requirements: Lesser Regeneration (15)
Through the use of Regeneration Efficacy, the host is able to direct which parts of the body to focus their regeneration on at triple the speed. This halts regeneration effects on the rest of the body while repairing the singular location. Further ranks increase how many pieces of the body can be selected at one time.
Sling Other (25)
Requirements: Medical Telemetry (15) Stitch (15)
Sling Other allows for the host to use Sling on another person through the use of Medical Telemetry.
Stitch Other (25)
Requirements: Medical Telemetry (15) Sling (15)
Stitch Other allows for the host to use Stitch on another person through the use of Medical Telemetry.
-Fourth Tier-
Bandaid (0)
Requirements: Cast (15)
The use of this skill allows the host to create physical bandaids out of mana that do not degrade until used. These bandaids work to heal anything they are applied to. Each rank increases the effectiveness of the bandaid.
Regeneration (0)
Requirements: Regeneration Efficiency (25) Regeneration Efficacy (25)
Regeneration builds on everything from the tiers below it, now allowing the host to continue to focus their greater efforts without halting the regenerative effects in the rest of the body. While initially decreased still while using Regeneration Efficacy, each rank further increased the speed of Regeneration.