Bio-Reversion

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Bio-Reversion (Major) by Taalismn

“What are you doing here? Well, as of just a minute ago, you were a nanotechnologically-created zombie werewolf with, supposedly, ‘no remaining vestige of humanity’, to quote the jerkass who sicced you on me. Well, he was wrong. Now, if you can tell me your name, we’ll see about getting you back to a normal life.”

Bio-Reversion is a powerful ‘anti-power’ in that it negates a number of other super abilities and effects. The power allows the superbeing to, with a touch, revert and restore those transformed by magic, mystic, or certain technological means. It’s as if the person is able to read and restore an earlier saved copy of what the person was like, physically and mentally. The person so de-transformed will only have memories of events up to the point that they were transformed.

Range: Touch

Effective Against:

  • Magical or Superpower Transformations(Imposed): Automatically negates transformations that have been forced/projected on another person(spells cast on oneself count as imposed), such as Circles of Transformation, Metamorphosis,or Petrification. Duration is permanent.
  • Nanite Transformation: Some pesky nanite weapons reassemble the person’s molecules into a new form. The Bio-Reversion power reverses that. Duration is permanent.
  • Mindwipes/Mind Control: Restores a person’s memories and personality that may have been suppressed or supposedly destroyed by magical, psionic, or technological wiping techniques. Duration is permanent.

Partially Effective Against:

  • Magical or Superpower Transformations (Integral): If the transformation is integral or inherent to the person, the transformation is temporarily NEGATED, but NOT terminated altogether. Duration: 4d6 melees
  • Parasites: Splugorth biowizardry parasites fall into this category, as do a number of other alien organisms. The victim, however, will get a chance to rally against invasive organisms and their effects, if there is any saving roll(+1d4 to save vs.). Any lingering side effects(such as scarring, brain damage, or crippling) will be reduced by 50%.
  • Surgical Mindwipes: Cruder techniques such as lobotomies that actually REMOVE parts of the brain; in such cases, the victim cannot be fully restored. The person, however, gets a chance to reroute paths in the brain and partially regain any lost memories. Regains +1d4 ME if any was lost, and has a 25% chance of regaining 1d8x10% of any lost memories.

Ineffective Against:

  • Bionics: Parts chopped out are not replaced, and new inorganic parts added are not expelled.
  • Symbiotes: Organisms that can peacefully coexist with the host body are not recognized as a malicious transformation, though any transformative powers will be temporarily reversed/negated(duration: 4d6 melees).

Other Bonuses:

  • Resistance to Transformation: The superbeing is similarly resistant to transformation and mind control;
  • Magical or Superpower Transformations (Imposed): Automatically negates transformations that have been forced/projected on another person(spells cast on oneself count as imposed), such as Circles of Transformation, Metamorphosis,or Petrification, Nanite Transformation, and Mindwipes/Mind Control are all rejected by this power, their effects only lasting 1d4 melees before the superbeing reverts back to their normal selves.
  • Parasites: The superbeing saves at +1d6 versus infestation, and side effects are HALVED.
  • Surgical Mindwipes(Lobotomy/implants): They are treated with the same regenerative effects and chance of memory recovery, only the recovery of M.E. is +1d8, and memory recovery rises to 50%.
  • Bionics/Cybernetic Implants: They are NOT rejected(though other powers may affect them), nor are symbiotes(they are not recognized as being a threat to the superbeing)
  • Integral transformative abilities that the superbeing may possess are not negated by this power, as they are part and parcel of their own physiology.