Edgar seems to shrug off wounds easily, blood clots almost immediately, though deep wounds will remain for some time.
This process is hindered if the wounds inflicted by Acid - while Edgar's scabrous, dragon-infused flesh is resistant to flames, Acid will dissolve it beyond recovery
After swimming within the flesh of the Provider, Edgar's healing abilities have been wildly enhanced - however, the wounds itch, crawl, & visibly form tumors while healing: This can be maddening to the Ghoul, who will sometimes succumb to a desire to gnaw at the regenerating flesh, creating terrible scars.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. 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.
Possession of this Power grants the following Trauma at all times: Territorial.
While powered-up, Catalytic heals quickly.
You gain the following benefits as long as you are in your powered-up state.
Any Injury you receive from a source other than water or cold based effects heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Injuries you receive from water or cold based effects are increased in Severity by 1.
Minerva's body, made of will and thought, always comes back together as to how she sees herself.
And, of course, it's difficult to kill an idea with bullets.
Similar to her form itself, pure substances of reality disrupt her Dreamland self.
Or at least, they did. Minerva has learned many things, one of which how to prevent such substances from being anathema to her.
You gain the following benefits at all times.
Any Injury you receive 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.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Trev wears his titanium plated pocket watch in his front chest pocket of his overalls. The watches' chain is secured to his overalls near the button of his left strap.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive 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.
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.
Jules has taken a Sacred Oath to the Goddess of mourning,darkness, the dead, protection, magic, health, embalming, & beer. Until the day he can return all her stolen artifacts, she sustains his life - causing even the most grievous wounds to heal in days.
Jules must be wearing her sacred ring, the Seal of Nephthys, for her healing power to flow, & then only when fully obscured by shadow.
You gain the following benefits as long as you are completely in shadow and you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
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.
The Gunslinger wounds seem to heal at an abnormal pace, still present when observed, but vanishing when not, almost as if healing between scene changes. A bullet wound scars over, becoming a small crater in the skin, a knife wound stops bleeding and vanishes.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Werewolfโs body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.