Original
Splitman is encompassed in a glowing light that allows him to heal all those surrounding him simultaniously.
Effect: When using healing abilities during the round in which this ability is used, the splash and spread effects occur healing one ally for half the amount healed and another ally for the full amount healed when healing abilities are used on another target. The maximum amount of healing this may apply to is 75, but this cannot generate the healing in any way.
Summary: Spread 3/4 100 Damage=75 Cap; Splash 1/4 100 Damage=25 Cap, 100 Damage= 75 Recovery Altered
Cost=100 Cap
Cooldown=3 TCD
New:
Effect: When using healing abilities, the next 75 points of damage healed affect all individuals within a 1 panel radius, regardless of affiliation. The maximum amount of healing this may apply to is 75 and if an ability would heal more, this only affects some of the total healing. This cannot be used to generate healing on its own in any way.
Summary: Blast 1 for 75 Healing= 100 Cost
Cost=100 Cap
Cooldown=3 TCD
Positive Energy Infusion:
Old:
New Cap: 380/500
Strengthen Healing 120
Cost: 120
Positive Energy Infusion:
Splitman gathers a tremendous amount of energy into himself that he later can use to enhance his further attempts to heal allies. Pool of 120 to strengthen further healing. Lasts until used.
3 TCD starts immediately after use (as all do now)
8 instances of +15 healing applied to any instance of healing (generally conversion). More than one instance can be used at once.
Instances of boosted healing last until used.
Can be used to heal self.
New:
New Cap: 380/500
Strengthen Healing 90
Cost: 120
Splitman gathers a tremendous amount of energy into himself that he later can use to enhance his further attempts to heal allies. Pool of 90 to strengthen further healing. Lasts until used.
3 TCD starts immediately after use (as all do now)
May boost any attempts to heal after this ability is used. The total amount increased may total 90 and is splittable in any way desired.