Viewing Effect - Regeneration
You heal faster than normal

Create a Regeneration Power


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.


Any stabilized Injury heals quickly, reducing its severity by one level each time [[cooldown]] elapses. Therefore, if you have the cool-down 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 or Exertion.


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)

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.

Endurance Training (This power now heals Exertion. Injuries caused by Exertion take 1 hour to recover.)

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
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.


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.
Painful (Your Penalty is increased by 2. This lasts for either one hour, or the length of the Duration parameter if applicable. Is always on for Passive abilities.)
This Drawback stacks with itself; if you cast multiple abilities with Painful, or one ability multiple times within the duration of the effect, your effective Penalty will go up by 2 for each use of a Painful ability.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. 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 - Cooldown

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 Week
  2. 3 Days
  3. 1 Day
  4. 1 Hour
  5. 1 Minute
  6. 1 Round
  7. None

Example Powers