Joe's skin begins to visibly glow. Soon, the target feels the warmth of the sun balanced by a cool, salty ocean breeze from head to toe. The sensation fades as quickly as it came. An unusual tattoo is the only evidence of their former Scar.
(Saving this for later: and the innate knowledge that they must spread Pacifism for the next month are)
Exert your Mind and spend a minute to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
Healing a Battle Scar in this way leaves behind a tattoo like the rippling effect of sunlight shining down through water that faintly glows in the dark on the target which cannot be healed.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
A humble little ball of milk chocolate wrapped in foil printed to look like a carved pumpkin. A Halloween Classic.
Consumption of this delicious and calorific treat imbues the consumer with some 'spooky halloween magic!' which then begins flowing around the consumer's form and curing the permanent marks on their form.
Not suitable for vegans or lactose intolerants. The magic healing power of the chocolate does not negate the milk content. 100% ethically sourced cocoa.
Use up this chocolate pumpkin and spend a minute. Select up to four Battle Scars on yourself to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
As Xander treats the scar, his hands electrify, absolutely shocking the wound area, stimiulating the cells and causing rapid growth in said place, repairing and replacing what is lost.
Exert your Mind and spend an hour. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
The user pulls out wrenches, hammers, screwdrivers and starts to disassemble the target bit by bit, the parts leaking blood. Then, the user cleans and fixes the parts with a rag and tools, and then they reassemble the target.
Exert your Mind and spend a minute to activate. Select a Living or Animate target within arm's reach. You must use up scrap metal in order to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the activator is disassembling the target and repairing their broken and bloody parts, to which they then reassemble the target..
Healing a Battle Scar in this way leaves behind the repaired parts appear made of metal on the target which cannot be healed.
Dr. [Name] doesn’t heal wounds so much as excavate them—digging through memory and nerve, peeling back scar tissue like pages in a patient file. It's not kindness. It's clarity. Pain makes the truth plain.
As the Doctor rests a hand on the target and locks eyes, her pupils dilate into spirals—surgical black, endlessly deep.
“Look at me,” she says, voice steady. “Start at sixty. Count backward.”
The world around the patient starts to blur and dim. Their body trembles as it snaps backward—visibly reverting in real time to the exact state it was in during their most recent trauma. The injury reopens for a brief moment, pain flooding their senses—until the damage reverses entirely, taking the scar with it.
All the while, the Doctor never blinks.
The Doctor does not believe in clean healing. To her, every scar is a lie the body tells to pretend it survived gracefully. Her therapy unravels that fiction. The patient is dragged to the moment it all went wrong—forced to relive it in perfect clarity, while their body regresses to that exact point in time.
It’s not anesthesia. It’s exposure.
Some wake up sobbing. Others don’t remember the count ever starting.
She says it’s progress.
Exert your Mind and spend a minute. Select a Living target within arm's reach. 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. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
This Effect is not obvious, and the only sign you are using an Effect is the target begins to sweat. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
People always keep whining and complaining and crying over their injuries. "My leg!" "I can't feel my hands!" "My fingers, oh God!"
Get a grip! Jeez...
I've been thinking of uh just... I give em the typical assurances, and then I... tell em! Spout out some medical jargon and tell em that it'll heal in just a sec! Looking em in the eye makes them wanna believe me... almost.
And it does! Injuries seem to have never happened in the first place! One moment it was broken, the next... poof! Like magic. Was your arm even broken in the first place? I mean... it seems to work; you can feel your limbs working, you can stretch your fingers normally. It feels fine... but something feels off.
Don't let the doubt fester. Don't lie, yourself. Honesty is the best policy, and it's easier to believe in a lie when you trust what you say to be true. Otherwise, the illusion will shatter.
Uhhh we gaslight reality itself, basically.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You cannot target yourself. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Your patient is required to not tell a direct lie (i.e. lying by omission and technical truths are fine) for the next month. If they violate this rule, your treatment is immediately reversed.
This Effect is not obvious, and the only sign you are using an Effect is a faint, yellow glimmer in your eye. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.