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Healers

Healers are able to harness their energy in order to rebuild what others have lost. Healing ranges from the ability to shove off tiredness all the way up to reviving the dead. They can do this to themselves, or to other people. It is one of the toughest abilities to master, and only ~5% of the Great Human population are capable of performing this in any worthwhile manner (meaning they are able to use any skills beyond rank C and B). This is partly due to the fact that this is the most energy-costly ability out of the six total Demon Powers.  

Healing V 2.1

  As of right now, healing works through the user manifesting their own energy inside another's body in order to replace lost tissue, energy, or restore previous states of being. This involves possible changes on the molecular level. It is still widely unknown due to its rarity in the Great Human population, along with the influence of Abstract Powers and Origin Powers skewing research on basic healing.   This is the most up-to-date ranking system for Healing using the Corvil Ranking System for powers and potential. This is a highly sought-after skill for fighting teams. Considering its rarity and its usefulness, even minor ranks in healing are sought after. The letters following the number corresponds to what sort of team rank a user of that ability could be put in while in Bull's Army.  
  1. C/B. Self-Heal (Minor): The user is able to heal themselves, hopefully quickly, of any minor injuries on their person. Cuts, bruises, exhaustion, lack of breath, and various other issues that most likely would result in the user's survival regardless of healing or not. Can only use on themselves, others nearby are unaffected.
  2. C/B. Health Regeneration (Minor): The user is able to keep up a constant healing effect on themselves alone, healing anything from cuts and bruises to sprains. Able to maintain this state for prolonged periods of time.
  3. A. Group-Heal (Minor): The user can heal more than just themselves. Capable of performing the same healing tasks on at least one other person as on themselves. Can heal up to 10 people at most, with varying results.
  4. A. Self-Heal (Major): The user can heal themselves from most life-threatening injuries quickly enough to prevent further harm done to themselves. Injuries ranging between gunshot wounds, broken bones, arterial bleeding, ruptured organs, collapsed lungs, even going so far as to re-attach severed limbs, and more. Results vary. These individuals would be the ones to make it back home when their team does not.
  5. S. Health Regeneration (Major): The user can successfully maintain a perfect and constant healing aura inside them. Capable of healing everything mentioned in the ranks before it, while focusing on other objectives. Can be maintained for much longer periods of time when compared to their Minor rank counterparts.
  6. S. Group-Heal (Major): The user is capable of healing large amounts of people from potentially life-threatening injuries. They can keep a team alive and supported more effectively and for much longer than the Minor rank. Accidents are unacceptable at and beyond this level.
  7. S. Surgical (Minor): The user is able to remove life-threatening diseases and damage on a cellular level. Much is still unknown about this form of healing, aside from the fact that it is as incredibly effective as it is risky. Unfortunately, the Minor rank can only perform on a small area of the human body and must work slowly.
  8. S. Surgical (Major): The user can perform healing with surgical precision, capable of removing diseases and cellular damage but on a much broader scale within the human body. This still takes quite a while to complete, but can be done quicker than the Minor rank can achieve. Details still unknown.
  9. S. Revival (Minor): The user is able to bring smaller creatures back from the dead, so long as the deceased's body is still all attached and only recently deceased, not in a stage of decomposition. While not extremely useful out in the field, this does include having an extremely high energy cap along with quick regeneration, making them exceptional healers on their own. Extremely rare to come by, this was originally believed to be the final rank for healing in humans for thousands of years.
  10. S. Revival (Major): The user is able to fully revive other beings aside from themselves. While still only capable of reviving the recently deceased, they have a slightly longer time frame in which they may do so. The body still has to be left in one piece. The user is capable of reviving much quicker than their Minor rank counterpart, sometimes being able to revive more than one person at a time, however this is extremely rare. Not nearly as rarely, they may be able to revive multiple people in quick succession.
  11. U. Immortality (Minor): The user can essentially function under any conditions as their body can manage to resurrect itself. The healing is so quick that is is difficult to see even instant effects from injuries. A lost limb is no issue, it will either grow back or reattach in mere seconds. The difference between this and mere Revival is the fact that proficient users can activate it so efficiently that it is difficult for the user to die, if it is at all possible. Extremely rare.
  12. U. Immortality (Major): The user can effectively keep themselves and possible a whole squad from dying. It is impossible to inflict enough damage to the user to kill them, their energy generates too quickly for most powers to keep up. They are incapable of dying and even leaving life-threatening injuries untreated will simply allow them to heal over time. No harm will come to the user with enough rest. Extremely rare to come by this sort of healing, let alone any sort of immortality through healing.
 

The Risks

 
  • Healing requires an enormous energy pool in order to use at any decent level. The results of a Healer's skills are almost directly proportionate to just how much energy they are able to put out. It still depends on the individual's own strengths and mentality, however mentality cannot create a master Healer with a pitiful energy pool.
  • Healing takes more out of the user than any other Demon Power. This skill requires so much energy that users may end up passing out or injuring themselves from overexertion. It comes with many health risks from prolonged use.
  • Good healers with equal fighting skills are even harder to come by. It is extremely difficult to manage one's energy in such a way that allows them to maintain full control over Healing as well as use other abilities, so often times the user is forced to pick something and stay with it.
  • Focus is required to maintain proper Healing on other subjects, leaving Healers distracted by their subject and cut off from the outside world for that time while they are working. Without a safe area or a team to defend them, they can be picked off at these moments. Self-Healing generally doesn't pose this same risk. Being able to work on different objectives while maintaining their Healing is a priceless skill to learn.
 

The Origin

  This ability has been proven to have come from a Demon's natural Healing, in which their energy reverts their bodies to whatever state they wish, similar to how it works for Humans. As Humans started developing these powers however, they had to learn from the lowest possible state this power came in. The lower rank states are seen only in extremely weak Demons.

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