The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Taking it and wrapping it around the wound, the injury and scar starts to feel ticklish, then it starts to visibly heal and restore itself to its original state, though there is a rather intense itch for that moment.
Due to wearing the artifact, when one wakes up, they will find the smell of their own flesh possibly seeping into the neckerchief, resembling that of... well, lets just say it makes one appetite quite hungry.
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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may use this Effect to remove a physical Condition from your target instead of a Battle Scar.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Nightmare of Being Eaten Alive. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
- July 25, 2025, 6:29 p.m. - Revision Cost: 2. Added Drawback: Maddening, Removed Drawback: Exhausting
Tubby hugs another to repair their broken body, granting them back what was taken from them. Tubby absorbs the anguish of the individual.
-CONDITION-
Gentle Touch: After-care Instructions from Tubby for healing "INSERT BATTLESCARS". (You are required to not harm or kill another being for the next month. If you violate this rule, the treatment is immediately reversed.)
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You cannot target yourself. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Your patient is required to not harm or kill another being for the next month. If they violate this rule, your treatment is immediately reversed.
Edward has learned, through his necromantic powers, how to heal major scars and permanent injuries. When he does this, the target's scar, if it is something that is visible, is enveloped in a green glow as it fades away.
Exert your Mind and spend an hour. 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.
Any Battle Scars you heal leave behind a Severity 2 Injury on your target that must heal naturally.
A healing rune gets placed on the skin where it sinks in restoring wound to it's un damaged state
Exert your Mind and spend an hour. Select up to four Battle Scars on yourself to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
This is a vial of Terry’s tears. Administer to the patient under the tongue and instruct them to close their eyes and spend an hour meditating on the pain that their disability has caused them.
During this time, a teal, ghostly image of their missing limb or unbroken body will appear over the damaged area. When they open their eyes at the end of the meditation, the repair snaps into existence.
The patient cannot attack or cause injury to another sapient being for a month after treatment, or the limb that has been healed with the power of pity will disappear.
Spend a minute and use up this tincture made of terry’s tears (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. Your patient is required to not be violent towards another sapient being for the next month. If they violate this rule, your treatment is immediately reversed.
Same as Heal
Exert your Mind and spend a day. 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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may use this Effect to remove a physical Condition from your target instead of a Battle Scar.
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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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.