A small ritual over the next minute, causing the target to be blindfolded so that they do not lose their sanity. Using the Redeemers Scythe, she is able to fully recover one that had been scarred, using the Mistress' power to return the user back to their normal form.
Exert your Mind and spend a minute to activate. Select a Living target within arm's reach. You must actively and obviously use The Redeemers Scythe to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The wound of the person would be brutally maimed, resulting in even worse injuries. Such as the flesh of a burn victim being shredded and flayed off their body, all the while inky black tendrils that are furred work over the body, replacing what injuries the person may have had.
The skull is placed near the head of the target, forehead to forehead, after a moment blue spectral hands are placed on the target's cheeks, as scars begin to heal and fade, all while the skull seems to be speaking in an unknown language, but the words feel oddly encouraging.
Gifted to Oliver Green after a contract, This skull belongs to the late Yorge Stonefist, a past incarnation of the Corpus.
Expend a point of Battery and spend a minute. 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.
With Arcane symbols floating through the, a crippling wound is healed.
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.
Ulysses picks at his wound with his claws, and the flesh begins to fill in with stone, bridging the gap.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind Stone Skin on the target which cannot be healed.
As Bill starts to treat the issue, he proceeds to tie off the blood flow of the associated body part, unless it's the head. He proceeds to rub dirt or whatever natural ground is around them, to cover the area. As time passes by, it starts to regrow and reform the damages to normal again, glowing a dark green, similar to swamp water.
Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. You must use up mud/dirt 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.
The patient drinks the juice which then causes the cells to die off, regenerating newer cells and closing up as it heals the patient. This takes about a minute before the user coughs up the injured or damaged cells in the placement of the new ones.
wedged between the bandage and the scar, a slight healing aura is exuded that allows the injured tissue to reform as a healed and similar composition to the original cell formation of the rest of the body. the damaged cells are thrown into the users olfactory system to be sneezed out, like a large glob you get when removing your sinuses. It is literally just the cycle of mitosis at a larger scale btw :3
Spend 1 minute and use up this Juice. Select a Living or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. Roll 11 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The patient regurgitates all off damaged mass on their body as a giant glob of puss and dead cells.
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. Exhaustion’s penalty and duration stacks with multiple activations.
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.
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.
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. 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.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.