The Injured Area is covered in a thick cloudy fog that soothes the pain and heals the wound, no matter how bad
Exert your Mind (unless you win a coin flip) and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal over the course of the next week.
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.
Exert your Mind and spend a minute. Select a Battle Scar on yourself 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.
The user taps their bell then raises their hands up in the causing a star to float up and onto the target or user which will then empower them causing their battle scars to be healed.
Exert your Mind and spend an hour to activate. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
The user takes a bottle of sweet clear medicine and a sudden plume of steam envelopes the afflicted area and begins to heal away. the user must actively take out and pop the bottle open and drink the medication for the effect to take place.
Use up this medicine bottle and spend an Action. Select a Battle Scar on yourself 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.
The targeted scar visually casts colorful shadows (that appear to be superimposed on our reality and actively moving) of itself, which all seem to be different iterations of itself. A lot of these seem fae (feathered, covered in fur, slightly shining or even sparkling, golden) and a lot seem eldritch (covered in oil, tentacular or tendril-like, squamous, covered in eyes, insectoid). As the hour passes the original form starts to show up more and more often, until finally it settles in its original healed form.
The one to activate this power reaches into the beyond to gather information about the possibilities of his own form. The perfect form is the originally designed form for this individual, and this information over the course of the casting flows into the very cells of the body, allowing them to regenerate as needed.
Exert your Mind and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal immediately.
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.
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.