He draws a sewing kit,then he spikes the tip of his finger enveloping his own blood in the strings and needle,as if they were being drained into it.
Then he starts to work,closing wounds,rebuilding lost tissue and overall restauring the wound as soon as he cuts the strings.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Select a Living target within arm's reach. This Effect cannot be used unless if i want to heal a limb loss,i must have a spare limb or soms type of replacement.. Select up to four Battle Scars on your target 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.
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Rhea wanted to make the world a better, more perfect, more evolved place. And one way to do that was to make prosthesis that are better than any seen before, as good as they were before the injury, or maybe even better, more beautiful. She builds the limb, connecting to the body, and in an hour it is completely and functionally put together, transforming it into a beautiful piece of art.
Until “Hackable” is taken off of Dozen Jointed Limbs, these limbs count as objects and may be hackable at gm’s discretion.
Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. You must use up prosthesis parts 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 custom designed monstrous limb based on the target’s personality and other details on the target which cannot be healed.
Cornelius continuously channels his powers to heal a lingering injury, from a lasting scar to a missing limb, and if successful a shroud of pink energy encompasses the wound until it is healed.
Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
"Yep! This stuff works! How do you think I keep my complexation? I learned this one from an ol'friend I met way back when. But for some reason, you need to dress and act as a cowpoke. Not entirely sure why it does that. Chief says it's something to do with the essence of the maker supporting the one who drinks it."
- Blake Sacks
The front of the bottle has a label that calls this stuff "Snake Oil." Turning the bottle you find a list of ingredients.
* Alcohol
* Snake Oil
* Cactus Juice
* Newt
* Moonbeam
* Cowboy Vampire Blood
Spend a minute and use up this Amber liquid in a glass flask (unless you succeed on 1d10, Difficulty 7). 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. Your patient is required to dress & act like a cowboy/girl for the next month. If they violate this rule, your treatment is immediately reversed.
Healing a Battle Scar in this way leaves behind Pale Skin, slightly pointy teeth on the target which cannot be healed.
Cloe channels sound into flesh, using deep vibrational frequencies and pulsing light to resonate with the cellular memory of trauma. Her body becomes a canvas that edits itselfscars fade, bruises dissolve, and wounds are undone with the elegance of a remix. Healing feels like bass thrumming through bone, like music rewriting pain into beauty.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must actively and obviously use any Portable Music Device to activate this Effect. Select up to four Battle Scars on your target 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.
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.
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 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.
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.