Trigger a short-lived surge of vitality in an ally, helping them push through pain - but the effect is strongest if applied before injuries are sustained.
Roll d100 versus DR 100
Success grants 3 Health + 3 health per 10 points of Success Rate: Success 0-9 Success rate: +3 health, Success Rate +10 = +6 Health, Success Rate +20= +9 Health.
Duration is 1d6 rounds.
+20 to DR if target is already injured.
+10 to DR per target.
You must touch the target.
Supporting a wounded ally mid-combat: DR 100 + 20. Roll = 138 → SR = 18 → +6 Health for 1d6 rounds
Before entering combat, you quickly give an ally a supportive boost. DR 100. Roll 130 -> SR 30 -> +12 health for 1d6 rounds.
Vitality Spike taps into an ally’s latent physical reserves, activating a burst of temporary Health through focused intervention, stimulants, or psychological triggers. It’s designed to keep someone going for a few critical rounds—long enough to act, escape, or survive—but it's not a substitute for real healing.
Importantly, the skill works best when used preemptively. If the target is already wounded or unconscious, penalties apply and the effectiveness drops. By contrast, when triggered before combat, Vitality Spike can provide a powerful buffer that absorbs the first blows and gives the team a vital edge.
After 1d6 rounds, the borrowed Health fades unless followed up with actual healing. Vitality Spike is a tactical tool—ideal for frontline allies, last stands, or sudden ambushes—but only if timed wisely.
Sequence with skills, magic or modules that can boost skills.
No direct counters.