The quill is stained black with ooze and the user draws infuses said ooze to regrow and cover any scars healing them in the process
Exert your Mind and spend a minute. Select a Living or Animate 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.
A coat of copper liquid flows idly, circling the arm. Synthetic veins within the core ferry this regenerative liquid universally; wounds and scars glow red hot as the damage undoes itself over time.
Due to an innate self-defence mechanism, the regenerative liquid has the opposite effect when it comes in contact with pure, unalloyed metal. As the arm's main weapon is made entirely of elemental tungsten, this ensures the arm holds a distinct physical advantage should cooperation cease between the symbiote and host.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than unalloyed metal 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from unalloyed metal are increased in Severity by 1.
This beer when drunk causes a tingling feeling to flow through the body and any scars will slowly return to normal. It comes in a 40 ounce bottle with a small design of angel wings, on the back hidden near the bottom is a very subtle anarchy symbol and a disclaimer saying funds go to anti-capitalist agenda.
Spend a minute and use up this Beer can (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.
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.
These crystals are made from condensed blood of powerful elder cosmic beings. Crushing the crystal in your hand will cause the elder blood energy to seep into your body and heal any scar that you focus on. However, absorbing elder being blood can have adverse effects on the user's Psyche.
Use up this small red crystal (unless you succeed on 1d10, Difficulty 7) and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Taking out a spray can, Jami will shake it to spray a shifting, congealing slime of mixed colors from its spout, which will solidify in around a minute, shaping itself to replace what the host lost
Exert your Mind and spend a minute to activate. Select a Living target within arm's reach. You must actively and obviously use Spray paint can to activate this Effect. 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 shifting colorful inks covering the affected area/replacing the missing part/limb on the target which cannot be healed.
Spend an hour healing one battle scar.
Scar healing is a powerful, paradoxical ability born from a past steeped in violence. Once used to take lives with lethal precision, these hands are now capable of healing the deepest scars and nerve damage, restoring what was thought lost forever. This power emerged after a profound transformation, offering a chance at redemption. This ability is now a mission to mend the wounds of others, turning a history of destruction into a path of restoration and hope.
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.
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.