Healing Tick
Healing restores a target's Hit Points similarly to Damage Rolls. Similarly to Damage Rolls, Healing Rolls use Healing Ticks to determine the efficiency of their restoration.
Healing= Healing Tick Range Rolls + ( Cohesion Modifier x Healing Tick Multiplicator )
In order to avoid raw value balancing, which was out of scope for Linguomancy's mechanics, Healing Ticks instead define an estimated range of HP restoration.
This range describe a minimum and maximum value. By rolling one or multiple undefined dice, the mathematic expected healing value of the rolls should then fall inside this range.
For example, an attack of Low Healing has a range of 4 to 8. Regardless of what dice used and how many are rolled, the weighted average of the rolls should fall in between 4 and 8 HP restored.
Along with this range of damage, Damage Ticks apply a multiplicator on the Cohesion Modifier.
| Healing Tick | Range of Expected restoration value | Additional Effect | Cohesion Modifier Multiplicator |
|---|---|---|---|
| None | No healing is done. | - | 0 |
| Tiny | 1-4 | - | 1 |
| Low | 4-8 | - | 1 |
| Moderate | 8-15 | - | 1 |
| Strong | 15-30 | - | 2 |
| Small Mending | 30-40 | Mends small body parts back. | 2 |
| Greater Mending | 40-50 | Mends one limb back. | 2 |
| Small Regrowth | 50-70 | Regrow one small body part. | 3 |
| Greater Regrowth | 70-100 | Regrow one limb. | 3 |
| Multiple Regrowth | 100-1000 | Regrow multiple limbs. | 3 |
| Complete | Full restoration. | Regrow all limbs. | 0 |
| Resurrection | Restoration value is given in the effect's description. | The target comes back to life. | 0 |

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