After preforming a short comedy routine, one of the audience members finds it so funny that their wounds start to knit themselves back together.
Exert your Mind and spend 1 minute. 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 Dexterity + Performance 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.
Placing one of her heart pendants between her palms, Sage focuses through it on healing her wounds and those of others. Tiny black lines move from it along Sage's skin to any injury she currently has, or through the air to whoever she's healing, and gather into any injury. The opaque shadowsmoke conceals the wounds from sight and lets her waking dream awareness reverse the damage that was done. Once she lets go of the pendant, the shadowsmoke fades into the air like dense tendrils of smoke.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must actively and obviously use a gold heart pendant to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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.
My charater hold on a crystel and they touch the other person they want to heal and they travel back or foruerd in time and heal the person that get's healed gonna have nightmares of diffrent timelines
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must actively and obviously use crystal to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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.
A selection of several plants that promote healing - like, *really* promote it - which can be blended down into a dose of thick, slightly coppery red liquid. Unfortunately, the sensation of all your bones and flesh quickly snapping back into place can be... Disquieting.
Now available with or without pulp!
(This artifact uses the Chemistry secondary skill in place of Science if the user has it.)
Expend a point of Battery and spend 15 minutes. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Science 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.
ZedMan gives someone an emotional peptalk, in which they blame certain problems, either current or past, to be the cause of the injury. This emotional speech is what sets the powerful from the meek, the woke from the sleep, and the wolves from the sheep. Should they listen, Zedman asks them to share the message: that it's Capitalism's fault, and the only true way is to not follow the rules set by those whom do not care for you.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use Mic to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance at Difficulty 5.
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 Hypeman, Never start a conversation without a compliment, no matter the situation. for the next month. If they violate this rule, your treatment is immediately reversed.
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 the same patient.
Possession of this Power grants the following Trauma at all times: Screw the Rules: If ZedMan is given an order that restricts their freedom of choice and speech, they have to roll a self-control roll in order to listen.
Luciano's burnt hands unconsciously quake with pain and fright as he stares down at the hole in his abdomen that flowers with crimson, reaching into the hip pocket of his Minecraft grass block pants and feeling the stickiness of a honey jar that has been left open in there, and the fresh blood that spills from the burning wound.
Reaching his fingers into the jar, and covering his fingers with the now amberish liquid, Luciano lets out a yelp as he forces himself to push his fingers into the wound, quelling the bleeding with the viscous substance.
And then, The Hive is upon him. A painful buzzing sends needles through his braised nervous system as they form their hexagonal honeycomb in the bullet hole, turning each movement into a limp as he feebly attempts to walk it off.
And then, as quickly as they arrived, they are gone once more. A beehive in miniature spills forth from the wound, pushed out like a splinter and leaving unblemished flesh behind.
Well, relatively unblemished. It had already started off pretty bad after that fire.
A few scant bees still buzz around the jar of honey that Victor gave to him prior to his death. Luci didn't feel that he deserved it after what happened to Victor, but Anthony insisted that he keep it.
He tries to look after the bees by bringing them Sunny D and, if he empties out a little bit of their honey into something else, he'll find the jar replenished, perhaps from the abundance that CiCi's Infinite Pizzabilities brings forth.
Luciano doesn't exactly have any jars of his own, but he occasionally "borrows" some of the little glass containers that the staff here put their incense sticks in, and fills the little jars with honey instead. He likes to call this "reverse-engining", but doesn't really know what that means.
The honey jars smell nice but tastes terrible, mostly because there's still some incense inside the containers when Luciano adds the honey, and he sometimes leaves them open in his pockets.
Use up this re-used incense jar filled with honey (unless you succeed on 1d10, Difficulty 7) and spend 1 minute. 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.
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 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.
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.
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.