Viewing Effect - Heal Scars
Repair permanent disfigurements from battle

Create a Heal Scars Power


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.


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


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.


Sure-Fire (Does not require a roll to activate and will always succeed, barring outside interference.)

Quick Recovery (The patient recovers fully at the end of the cast time.)

Mechanic (This Effect 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.

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.)

Better than New (You may use this to heal physical Liabilities taken at Character creation. Your target must spend Exp as normal to “buy off” the liabilities.)


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.
Selfish (You may only target yourself.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Traumatizing (Your target must make a trauma roll to reap the benefits of this Effect.)
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.
Re-set (Healing a Battle Scar inflicts a Severity-2 Injury on your patient that must heal naturally.)
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.
Function Over Form (This Effect heals the Battle Scar but leaves a significant cosmetic effect that is obviously unusual)
Fuel (Using this Effect consumes some material good in addition to its other costs.)
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: 1

Seasoned Threshold: 3

Veteran Threshold: 4

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

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 6

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

Example Powers

Regardless of donor blood type, body type, gender, or similar, the doctor may perform a transplant to replace a damaged body part in a matter of hours. The replacement organs and limbs must be recently deceased or preserved.

Exert your Mind and spend ten minutes to activate. Select a Living target within arm's reach. You must use up a donor organ which matches the missing or damaged parts in order to activate this Effect. Select a Battle Scar on your target to treat.

The treated Battle Scar will heal over the course of the next week.