Alleviation

Alleviation

Focused primarily on removing and repairing deleterious effects against other characters, the Servitors of this path are typically focused on getting their allies back in the fight as quickly and effectively as possible. At lower levels, beneficiaries find themselves granted a second wind or protected from the extremes of the mundane world. At higher levels, the practitioner can bring an ally from death’s door to fighting fit in a matter of moments.

NOTE: The powers of Alleviation are usable only on other characters. A Huldufolk cannot target themselves with these powers.

Alleviation 1: Caduceus
(Undefended) – The Huldufolk are largely proof against mortal ailments, their supernatural origin protecting them from diseases which would lay a human low. With this power, the Huldufolk can grant some of that capacity to a character in their charge. The Huldufolk washes away the target Minor Actor’s fatigue or sickness, curing them of common illnesses (cold, flu, etc) with a wave of the hand, and restoring their mundane threshold by 1.

Spend: The target is immune to environmental effects for 1 hour.

Alleviation 2: Field Medic (Undefended) – The Huldufolk are a hardy race, capable of withstanding attacks which would outright kill lesser beings. With this power, the Huldufolk grants some measure of that miraculous fortitude, healing their target for 1 point of damage per round.

Spend: The Huldufolk can heal up to 3 damage this round, split up among multiple characters if they so choose.

Alleviation 3: Shoring Up (Undefended) – The Huldufolk are resistant to attacks, be they mundane or supernatural, in a way that other races cannot help but envy. With this power, the Huldufolk extends that resistance to their charge, restoring one point of a Minor or Major Actor’s mundane or supernatural threshold.

Spend: The Huldufolk cannot allow their charge to become defenseless. The target fully restores the chosen threshold.

Alleviation 4: Proper Function (Undefended) – The Huldufolk has learned to finely tune their healing abilities. They may not be able to self-heal, but they can certainly eke the most of their natural resiliency when giving it to others. The target is healed of any and all mundane illnesses, regardless of their severity. Additionally, the Huldufolk’s Alleviation 2 power now heals a base of two damage to one character, and spending to heal gives six points of damage to heal, spread out among multiple characters if the user so chooses.

Spend: The Huldufolk instantly ends one harmful supernatural effect on their target.

Alleviate 5: Back in the Fight (Undefended) – The Huldufolk takes a fighter on their last legs, and restores them to fighting strength. Refresh one low card (A-5) for the target character.

Spend: Refresh all low cards for the target, or one high card (6-10)

Burn: Refresh another character’s entire deck.