Viewing Effect - Regeneration
Recover quickly and miraculously

Create a Regeneration Power

Description

If you are stabilized, your wounds heal at an accelerated rate. This power does not heal disfigurements that a human would not be able to naturally heal given enough time.

System

Any stabilized Injury heals quickly, reducing its severity by one level each time [[cooldown]] elapses. Therefore, if you have the Cooldown Parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in three days and be fully healed in 12 days. This power does not heal battle scars.

Enhancements

Clotting (Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.)
Does not prevent degradation due to a Condition, such as one caused by the Afflict effect. Does not stop any associated Battle Scars from the Injury.

Regrowth (All Battle Scars heal with their associated Injuries, regardless of whether or not they would normally be treatable. Battle Scars caused by supernatural effects may be healed in a week.)
This will only heal scars that are obtained after taking this Enhancement. If you have an old Battle Scar from several months ago, for example, it will not be healed after you take this Enhancement.

Immortal Flesh (If you die, you may fully regenerate your body as long as you are in a habitable environment and a piece the size of your finger remains. Regenerating from death takes one month.)
While regenerating from dead, you cannot take any Actions or use Powers.

Not Dead Yet! (As long as at least half your body remains in tact, you remain at Incapacitated instead of dying, regardless of wound level. You are clearly alive in this state.)
This does not prevent you from taking the Injuries, it just means that being Injured enough to take you beyond Incapacitated will not kill you.

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.
Maddening (Possession of this Gift causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
Buying off this Drawback cures the Trauma. The Trauma should require a Self-Control roll to avoid serious issues and loss of Character control. For example, "you must roll Self-Control to surface from any body of water," or "you must roll Self-Control to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Self-Control." etc.
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.
Silver Bullets (Injuries from a particular type of material, attack, or source of damage are not affected by your regeneration, and have their Severity increased by 1.)
e.g. Silver, fire, blows to the head, blunt weapons, etc.
Action Hero (Your Regeneration cannot reduce any given Injury's Severity by more than two levels total.)
After the first two levels, healing occurs at a normal rate.

Parameter - Cooldown

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 Week
  2. 3 Days
  3. 1 Day
  4. 1 Hour
  5. 5 Minutes
  6. 2 Rounds
  7. None

Parameter - Cooldown

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 4

  1. 1 Week
  2. 3 Days
  3. 1 Day
  4. 1 Hour
  5. 5 Minutes
  6. 2 Rounds
  7. None

Example Powers

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, 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 will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

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, 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 will remain.

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, 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.

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.