Viewing Effect - Heal Scars
Repair permanent disfigurements from battle

Create a Heal Scars Power

Description

Modern medical science has its limits, but you do not! Given some time, you may heal scars and disabilities that linger long after the Injuries that caused them have healed.

Eratta

Should be restricted to medical characters or in Selfish mode for creatures with extreme regeneration.

System

Exert your Mind, spend [[cast-time]] treating a Living target, and roll [[healing-roll]]. If you succeed, the treated Battle Scar will heal over the course of the next week. If you fail, you cannot attempt to treat that particular Battle Scar for a month.

Enhancements

Sure-Fire (Does not require a roll to activate)

Quick Recovery (Recovery only takes an hour.)

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

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Better than New (You may heal physical Liabilities taken at Character creation. The target must spend Exp as normal to "buy off" the Liabilities.)

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.)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Selfish (You may only target yourself.)
Traumatizing (Your target must make a trauma roll to reap the benefits of this power)
Traumatic (Make a Trauma roll when you use this power)
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.
Re-set (Healing a Battle Scar inflicts a Severity-2 Injury on your patient that must heal naturally.)
Exhausting (After activating this Power, 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 Power or another Power with Exhaustion, your penalty will continue to worsen.
Function Over Form (This power heals the Battle Scar but leaves a significant cosmetic effect that is obviously supernatural)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. A day
  2. An hour
  3. Ten minutes
  4. A minute
  5. One Action

Example Powers