Viewing Effect - Regeneration
You heal faster than normal

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 are considered automatically stabilized and will not deteriorate further.)
Does not affect Deteriorate Powers.

Regrowth (You are able to regenerate serious Injuries completely so they will not leave permanent Battle Scars)
This will only heal scars that are obtained after taking this Enhancement. If you have an old Battle Scar from several games ago, 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. Your Attributes are reset to what they were at character creation.)
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. Injuries that would normally kill you leave Battle Scars that cannot be regenerated.)

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.)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
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.
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

Example Powers