Star Wars Roleplay: Chaos

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Approved Tech Soul Stone: Ring of Healing

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Minor Wounds: The weakest power conjurable through this ring is the ability to heal minor wounds -- bruises, scrapes, and fine, shallow cuts.
  • Major Wounds: Those stronger in the Light and the Healing Art can heal damaged organs or mend broken bones.
  • Regenerative: Bolstering a skilled practitioner it may even be possible to heal massive trauma or gaping holes in the body; though there is often a very short window of opportunity to do so without risking the healer's own life in the process.
  • I Have Special Eyes: Those in need of this ring come in many shapes and sizes. The Solanaceae imbued the ring with the ability to mold itself to the digit of its wearer to ensure it doesn't slip off walking down the street, or is too small to get around the first joint.
  • The Spirits Know: Actively gifted by Masters within the Solanaceae, the ring can be worn even by those without Force Sensitivity and receive its blessing. However, the spirits will not linger indefinitely as they would with a Witch. Such 'lending' is almost exclusively for a single mission with the rings recovered afterward; else the spirits will simply abandon the 'offending' ring and the wearer merely has a pretty (if perhaps valuable) ring.
STRENGTHS
  • First Aid: Similar to low-level usage of Force Healing, the wearer is able to heal minor wounds. As humble as this level of power is, it can mean the difference between life and death in the field; even Young Witches would be wise to have this ring on hand.
  • Trauma Kit: Similar to a skilled usage of Force Healing, the wearer is able to heal substantial wounds and even mend broken bones. This requires a certain level of concentration, however.
  • Witch, M.D.: Similar to Force Healing used by a Master in the Healing Art, the wearer is able to heal most wounds and even extract poisons and many diseases from the body. This requires a great deal of concentration and natural aptitude by the wearer.
  • Authorized Use Only: The Spirits know who follows the Solanaceae, and any that don't won't receive their blessing.
  • Accessorize: Rings can be worn and used along side other talisman including pendants or necklaces, bracelets, crowns, and so on.
WEAKNESSES
  • Follow-up Appointment: This ring can heal many wounds, eliminate toxins, and even cure disease. However, there is a toll on the healed subject's body from this act. The Force and magick alike do not pull energy out of a void, and the healed person(s) will require careful tending afterward for any major wounds or afflictions healed in this manner. Food, water, and somewhere to remain still and recouperate -- proper medical protocol for the injured -- is always recommended.
  • Not a Resurrection Spell: While those able to weild the greatest of power through this ring can bring the recently departed back to life, it cannot rewind time. A partially or completely disintegrated body cannot be restored to life; there comes a point when too much damage has been done or too much time has passed, and to attempt 'healing' such 'wounds' would likely kill the healer if they do not recognize the point when their own life is in jeopardy from over extending themselves. The spirits facilitate, but a Witch is still connected to the Source (Force) and can only channel so much at one time.
  • Amplifying Zero: The ring amplifies the power of the wearer through a pact with spirits; those with little power or experience in using the Dark Side or mental manipulation by Force or magick will not extract the full potential of the same ring on the hand of someone that is. Still, it remains a useful tool in dissuading assailants.
  • Breaking Zero: As the ring's effect relies on co-opting or influencing an organic or organic-like lifeform, Droids would not be affected by the powers conjured or bolstered by wearing this ring.
  • Rule of Boon's Strength: Wearing more than one artifact that confers a particular benefit does not bolster the strength or power of that benefit; the strongest of those present is the effective strength of the effect. Though it may be useful to have more than one artifact conferring an effect in case another is damaged or lost.
  • Rule of Eight Rings: The first eight rings worn confer their benefits to the wearer. Any more rings are merely decorative. The more and differing kinds of spirits whose power you call upon, the more spiritual 'interference' results preventing someone from benefiting from wearing rings on twenty fingers and toes.
  • Ease of Removal: It is very easy to remove a ring from the wearer if they are restrained in some manner. Without the ring the spiritual protection is lost, and the battle of Will may soon follow.
  • Nullification: Effects that suppress or nullify the use of Force/magick may weaken or prevent the ring from functioning as intended.
DESCRIPTION
Armies and Rogues around the galaxy build and buy blasters, blades, armor, and 'tech toys' that bolster their fierce presence in the field of battle. Witches and Warlocks while able to use these things often are not burdened with rucksacks of gear or armor thick enough to be mistaken for a starship's hull. The ability to remain in contact with the world around them, and the freedom of movement is more important to their lifestyle. Yet, such women and men are still at times forced into conflict with those that do not follow their ways (and even those that do).

Therefore, the Solanaceae has taken to manufacturing and/or imbuing Artifacts of Power based on the research performed by diligent women and men of their coven of countless artifacts contained in their Vault. Such things are designed to provide various benefits to those that walk in their path in order to survive the perils of this world or the next.

The Ring of Healing is one of these artifacts. This ring was crafted as a means to sustain and improve life of those still among the Living, or recently departed from it. A powerful tool that can extract a toll on its wearer if used too frequently or to too great an extent for the wearer's skill. Many so-called Light Witches carry one of these wherever they go, while others may or may not consider it vital to have one on hand.
 
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