Physical injuries, be it a scratch, laceration, or a bruise, shine weakly with eerie pale glow for a few seconds, before fading away.
Some wounds never quite heal. Even when they are gone, they leave scars behind. Chronic pains, stiff limbs. All those things which remind us of what happened to us, of what we managed to push through.
Ryan was surprised when the wound, which would surely take a while to heal naturally, healed over the course of following two weeks. Unnaturally fast. Quick test with a knife confirmed it - the shallow cut on a finger was shining weakly, with eerie pale glow, before fading away, as if it was just his imagination.
The cut was gone by the end of the day.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain.
When the Vampyre's lust for blood is satiated, his injuries and scars heal at a remarkably fast rate and new injuries (other than those caused by fire or holy water) are quickly stabilized. While healing, his 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 you have fed in the last 24 hours.
Any Injury you receive from a source other than fire, heat, or holy water heals quickly, reducing its Severity by one level each hour, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.
Injuries you receive from fire, heat, or holy water are increased in Severity by 1.
...
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.
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.
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.
Bankstons Werewolf Condition has advanced creeping further into his life. While wounded his body recovers at an extradentary rate leaving the patched over parts a bit more hairy then it was before.
You gain the following benefits at all times.
Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level each hour. 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.
Injuries you receive from Silver are increased in Severity by 1.
Emily's genome has been further edited by Gen-Wyld, integrating several fascinating improvements. Severe wounds heal in minutes, and extensive metabolic backups ensure that the processes necessarily for life continue even in the most extreme conditions.
Failsafes against uncontrolled cancer growth prohibit the regeneration from going too far.. although this can also lead to it being prematurely halted.
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 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.
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.
The Werewolf’s 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.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s 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 Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: 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.
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.