it heals
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Imitation involves using effigies, fetishes or poppets to affect the environment of people, or people themselves. Voodoo dolls are an example of fetishes used in this way: the practitioner uses a lock of hair on the doll to create a link (also known as a "taglock") between the doll and the donor of this lock of hair. In this way, that which happens to the doll will also happen to the person. Sally has reversed this spell and has created a process to heal those she comes across.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You must actively and obviously use poppet to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to The Target must offer proper offerings to Damballa for a month once a week. for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The wounds disappear from the Target as they appear on Sally before they disappear as the Poppet she carries decays..
David Vance takes out what looks kind of like a Tide Pod full of blood, that moves on its own within the plastic, and feeds it to his target. Over the course of a minute, the target's wound begins to stitch itself together, filling in with fresh flesh. After a minute, depending on how compatible the target is with the blood, the fresh flesh will align well with their body and their wound will be healed. This effect can even save those on the brink of death, as the Lazarus strain blood of the Gorgon reanimates their dead flesh to work in conjunction with that which can be saved.
David took the leftover blood in the Vial of Healing and grew bacterial cultures of it, which he then later turned into these consumable ampules. The bacteria when grown and fed, (a quite time-consuming process) are quite adept at healing the new hosts which consume them.
Spend 2 Actions and use up this Soft Plastic Capsule of Moving Blood. Select a Living or Dead target within arm's reach. Roll 7 dice at Difficulty 6, dice penalties do not apply.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
A few translucent tentacles spawn from the forearm, short and slender as they wrap around the injured area in order to repair and mend the wounds with some sort of weird slime.
A dormant symbiote crawling within its Host, it poses itself as a gift to heal wounds at the cost of a little body sweetness. The slime is the result of reusing the glucose in the Hosts body into a healing concoction made by the symbiote, the vicious slime may or may not get stuck in places unimaginable as a result. The Symbiote may telepathically speak to the Host every now and then but only when it craves more sugar.
The Symbiote was assumed to be found in Goshen's Airport, finding its way onto its Host while they attempted to stop a batch of clones from Ruining their Individual lives.
Exert your Mind and spend 1 minute. You must use up 250g of Sugar in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Dexterity + Alertness at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
A black sludge is applied to the wound of the target, and they feel a sharp pain as the salve seeps into their body and eats away at the tissue, taking from other parts of the body to restore the wounded area.
The second of Lewis's twisted experiments. While this salve does heal a target, they will often feel like they lost something from themselves in exchange for the lifesaving care. With enough time and experimentation Lewis believes that he can further improve this process to be sustainable long-term.
Spend 1 minute and use up this salve. Select a Living target within arm's reach. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Roll 7 dice at Difficulty 6, dice penalties do not apply.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Bluedo raises his hands (or some other part of his body if the hands are somewhat occupied) over the wounded target. As he does so, a light green and sparkling glow emanates from the extended part, slowly healing the wound.
When Bluedo approached the mystic for his latest gift, the mystic said that this particular magic was favored by members of his family prone to kindness. After he received the magic, he felt proud of those people.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.