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Healer

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Revision as of 05:28, July 24, 2018 by FossilLord (talk | contribs) (getting there)

'Healers' are rare capes <ref name="II7.10">“I was a support card. Not a lot of people used me because I couldn’t be summoned into a fight,” Kenzie said. “Kind of a bummer.”

Amy had been a support card for that game, I was pretty sure. The effect had been downplayed a lot, but her card had still been popular, because there weren’t that many heals. - Excerpt from Torch 7.10</ref> who can alleviate injuries in others. As no two powers are the same, baring special circumstances, no two methods are the same.

Examples

Details

Healing is a horrifically complex process.<ref name=22.4c1/> It could be seen as a byproduct in a power meant for something else.<ref>“A healing power,” I said. I watched as Scion reached out for another vial. He held it next to the one he’d already retrieved.
[...]
“There aren’t any healing powers,” the Doctor answered. We continued backing away. “When they crop up, it’s a fluke, pure chance, an extension of another ability with a different focus.” - Excerpt from Venom 29.7</ref>

Worrying about power interactions is also a thing.

As they are able to return wounded and disabled capes to the battlefield they are by definition a force multiplier.

History

Background

Always considered an asset.

Trivia

  • In contrast, self-healing or regeneration is a relatively common for brutes, breakers and changers.
  • Part of the the rarity of healers has to do with how complex the human body actually is in real life.<ref name=22.4c1>There -can- be very few people with healing abilities. Bonesaw, Scapegoat, Panacea. Others with niches (neurology only, or cardiac systems only), others still with limited capacity (Othala with the ability to grant regeneration).

    That’s setting-relevant and a reality when healing is actually something monumentally complex. - Comment by Wildbow on Cell 22.4</ref>

References

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