When healing himself or others he will not only Force them to drink eatlest a whole bottle of Puschkin Vodka also treating them when on hand with a pickel
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up Vodka in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + 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 Needs to drink a Alcohol beverage eatlest 3 times a day for the next month. If they violate this rule, your treatment is immediately reversed.
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.
Star Trek vibes. This Doctor will use their specialization to the best of their extent.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. You must actively and obviously use Surgical Gloves 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 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.
Hope brings the Flame from their chest and brings it close to the injured, giving its warmth and light to them.
Increase your sacrificial Injury's Severity by 1 and spend 15 minutes. 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 Intellect + Occult 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
If targeting self, Lod's mental psyche wraps around the specific injury, there is no glow or outwardly effect on any plane of existence that would show that this ability is in use, except for the tell for this ability.
If the target is someone other than self, then Lod's mental psyche wraps around that specific injury, in a manner in which there is no glow or outwardly effect on any plane of existence that would show that this ability is in use, except for the tell for this ability.
In either the case, the ability will leave a twinge of psychic energy to do its work.
After Lod's third contractor, he understood what he was missing. As a doctor, he has the power to heal, but if that knowledge was used in conjunction with a real healing superpower? In that case, he could help his patients to an even greater degree, not to mention himself and his fellow Contractors.
Exert your Mind and spend 15 minutes. 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 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. Your patient is required to keep the wound dry and completely covered 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 Lifting my ring ringer and waving it in a 30 degree arc from right to left. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Grace holds an apple (likely bruised and a little old) in her hands and focuses on good memories. With help from the Dead Kid Tea Party, the potency of the memories imbues the apple with a healing effect that reminds the target of whatever place feels like home to them. The fruit crackles as its composition changes, glowing Obedience’s ghostly blue from inside. The glow follows the bites of apple as they move from the target’s throat, to chest, to stomach.
“Happy thoughts, huh? Good on you, kiddo.”
The apples started when Grace became homesick in England. Missing Jersey and her old hidey holes, and farther back, her bedroom… blanket caves were always her favorite. Before she was able to recreate that with Chamael’s help, her desperation gave her a fix.
Grace made the realization that allowing her mind to wander off to bitter and bad memories changes the apple to be just as bitter, soaked in cyanide. She's on guard about it now, and is considering possibilities...
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up apple in order 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.
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.
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. 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 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.
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 (unless you win a coin flip) 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.
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.