Viewing Effect - Heal Wound
Mend injuries

Create a Heal Wound Power

Description

You have the capacity to stabilize and heal wounds with incredible speed. Your treatment is relatively quick and has no recovery time. It's a taxing procedure, and it can only heal one injury at a time, but your unique talent makes you indispensable.

System

Exert your Mind and spend [[cast-time]] treating a specific Injury on a Living target. Roll [[healing-roll]] - [[potency]]. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and fully, Properly Stabilized. It will heal the rest of the way at its natural rate.

You cannot target yourself, and you cannot target the same Injury more than once.

Enhancements

Heal Thyself (You may target yourself)

Preventative Care (Treatment removes all Battle Scars caused by the Injury, even those that would not heal with Proper Stabilization.)

Mechanic (This Effect can be used on any Animate targets)

Strict Regimen (Upon treatment, you may specify a clearly-defined behavior that the patient must adhere to. If they violate the rule, the treatment is immediately reversed.)

Holistic Care (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.)
Treating an Injury this way still counts as it being "treated." It is stabilized, and you cannot heal it again with this Effect.

Just a few Stitches (You may treat Severity 1 Injuries without making a roll or paying the Exertion cost, so long as they were not self-inflicted as an activation cost for an Effect.)

General Practitioner (When treating a patient, you may use any other treatment Effects on that same patient as a Free Action. The total Exertion cost for all combined Effects is capped at 1, and they all share the same roll and use the same Outcome.)
Treatment powers include, Cleanse, Heal Scars, certain Investigate Individual Powers, and others at GM's discretion.

Lazarus (You may attempt to heal an Injury on a Dead target, as long as you begin less than a minute after their death. If the target has their Wound Level restored to a non-lethal level, they return to life.)

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Once per Day (You may only use this Effect once per day.)
Scarring (When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Sympathetic Cost (Your target must also Exert their Mind to activate this Effect.)
If the target is unconscious but has remaining Mind, they may still be treated.
Traumatizing (Your target must make a trauma roll to reap the benefits of this Effect.)
Critical Failure (Roll a single D10 when you activate this Effect. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a Major Battle Scar, or an effect counter to its purpose.)
Exhausting (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 penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
After-care Instructions (All of your treatments place the same, specific restriction on the patient. The restriction lasts a month, and if they ever break it, the treatment is immediately reversed.)
This restriction should be a significant negative. For example: "the patient cannot travel more than 45 Mph," or "The patient cannot be soaked in water." The patient is aware of this requirement.
Beyond My Skills (You cannot heal Injuries of Severity level 4 or higher. Using this Effect still stabilizes them.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Selfish (You may only heal Injuries on yourself. Requires the "Heal Thyself" Enhancement.)
Mage (Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.

Parameter - Cast Time

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Parameter - Potency

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 2
  2. 3
  3. 4
  4. 5
  5. 6
  6. 7
  7. 8

Parameter - Cast Time

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Parameter - Healing Difficulty

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Difficulty 8
  2. Difficulty 7
  3. Difficulty 6
  4. Difficulty 5
  5. Difficulty 4
  6. Difficulty 3
  7. Difficulty 2

Example Powers

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 to activate. 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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.

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 to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. 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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

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 to activate. 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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

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 to activate. 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.

  • Unstabilized wounds do not degenerate during treatment.