The user holds this spherical chunk of stone and squeezes it will all their might over an injury. The stone glows red and becomes more jagged, and cuts into the user's hands. A red fluid oozes from the stone, covering the wound and forming a strange stone-like scab overtop.
"Like getting blood from a stone" - Figure of speech, when it is extremely difficult because of the mood of the person you are dealing with.
Keskikesän kuikka lenteli suon
yllä ja laskeutui suuren puun
juurelle. Vesilintu muni kolme
munaa. Ensimmäinen munista vierähti
pesästä ja halkesi. Halkeamasta vuosi
verta seitsemän päivää ja seitsemän
yötä. Verestä muodostui elämä ja kuolema
Take a Severity-1 Injury and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Brawl 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.
She points her arm in the direction of the injury as glass butterflies exit her sleeve the flutter around the injury then poofs into a cloud of silver sand that seeps into the body and heal the injury
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + 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. Your patient is required to Not allowed to initiate any conflict 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 Strange movement of her sleeves. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
When activated, the wounded area flashes sickeningly through other realities until it can steal enough repair from another version of oneself.
You gain the following benefits at all times.
Any Injury you receive from a source other than Pure Iron heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from Pure Iron are increased in Severity by 1.
Freeman performs aggressive field surgery, stitching together new organs and tissues from spare body parts. He grafts these replacements into his patients and sews them up, leaving nothing to remind them of the event save the beating of a foreign heart in their chest.
Exert your Mind and spend 2 Actions. Select a Living target within arm's reach. You must use up body parts in order 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 + 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. 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 you remove the patient's body part and fashion a replacement with something else.
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.
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. Select a Living target within arm's reach. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Crafts 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.
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.
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.