This idea grew out of the question, "If a vitalist wanted to repair an object, what kind of power might they use that's on-theme?" It does a lot more than that (and requires additional help for further repairs), but I think I'm happy with the concept behind it. How balanced does it look? Am I giving it to the right classes? On the battlefield, it's a "get on your feet quick" power, but for a very narrow range between "staggered" and "dead." It's also useful if some mission-critical gear is broken or even destroyed, just long enough to last you through the fight. It's not going to keep you going if you keep getting hit, but it's main purpose is a quick fix to get your party out of immediate peril. It seems off to me to have it have a range greater than "touch," conceptually, but for its purpose, maybe Close would be better?

Ectoplasmic Patch
Discipline:
Metacrativity [Network]; Level: cryptic 1, psion/wilder 1, tactician 1, vitalist 1
Manifesting Time: 1 standard action
Range: Touch
Target: creature or object touched
Duration: 1 minute
Saving Throw: Fortitude negates (harmless)
Power Resistance: yes (harmless)
Power Points: 1

Pulling ectoplasm from the plane of thought, you restore a minimum of conceptual form to enable function to the target. If you target a creature, it gains enough temporary hp to be at exactly 1 hp, restoring consciousness and functionality. If you target an object, or sufficient remains of an object to constitute more than half of its original substance, you grant it enough temporary hp that it does not suffer the Broken condition.

This ectoplasmic replacement material filling the gaps and holding the broken body or item together can also serve as a template for rapid reconstruction and healing. Any power manifested to restore hp to the target has its manifestation time reduced to a swift action, but the number of temporary hp provided by this power is reduced by the number of hp restored by the one manifested as a swift action; the restored hp convert ectoplasm to living material. When manifested in this way, no healing power can restore more hp than the remaining temporary hp provided by ectoplasmic patch.

Augment: This power can be augmented in the following ways:
  • You may spend 1 or more additional pp to increase the number of temporary hp this power grants by 5 per extra pp so spent. Unlike most sources of temporary hp, this power cannot grant temporary hp that would cause the creature's total hit points to exceed the creature's normal maximum. You may, however, choose to reduce nonlethal damage instead of granting additional hp; this aspect of the power is instantaneous if used in this fashion.
  • If you expend 2 additional pp, this power repairs structural damage to a creature's body rather than patching lethal wounds. Instead of granting temporary hp, this use of the power allows the target to ignore 1 point each of Strength, Dexterity, and Constitution damage, drain, or burn for the duration of this power. The number of points of damage, drain, or burn ignored in each ability score increases by 1 for every 2 additional power points spent on this augmentation. Use of this augmentation allows powers that heal ability damage or drain to be manifested as swift actions, repairing those ability scores in the same manner as the basic version of this power works for facilitating healing hp damage.