Viewing Effect - Heal Wound
Mend injuries

Create a Heal Wound Power


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.


Your dice system should reflect that minor wounds are easier to heal than more difficult ones.


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 stabilized, and 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.


Heal Thyself (You may target yourself)

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

Preventative Care (Any Injury healed with this power does not leave battle scars.)

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 (Any successes beyond those needed to heal the Injury you are treating can be applied to treat 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 Power.

General Practitioner (You may use your other treatment Powers on the target simultaneously with Heal Other. Exertion cost is capped at one for all Powers combined.)
Treatment powers include, Cleanse, Heal Scars, certain Investigate Individual Powers, and others at GM's discretion. The Heal Wounds roll is utilized for any other Power that requires a roll during simultaneous treatment.

Just a few Stitches (This Power has no Exertion cost when treating Severity 1 Injuries. Cannot be used to heal Injuries suffered to activate a Power.)
Cannot be used with the Enhancement "Holistic Care."

Lazarus (You may heal Injuries on targets that are dead. If the target has been dead for less than one hour, this may restore life.)

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power 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.


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
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.)
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)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Sympathetic Cost (Your target must also Exert their Mind to activate this Power.)
If the target is unconscious but has remaining Mind, they may still be treated.
Critical Failure (Roll a single D10 when you activate this Power. 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 mutilating Battle Scar, or some other terrible consequence.)
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 Power still stabilizes them.)
Mage (Activating this Power 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 Power 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.
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.
Sacrifice (Activating 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 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.
Selfish (You may only heal Injuries on yourself. Requires the "Heal Thyself" Enhancement.)
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: 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

Example Powers