System
Exert your Mind and spend 1 Minute treating a specific Injury on a Living target. Roll Charisma + Medicine ( dice) Difficulty 10 - 3. 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 fully, Properly Stabilized. 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.
Enhancements
-
Heal Thyself
(You may target yourself)
-
Preventative Care
(Treatment removes all Battle Scars caused by the Injury, even those that would not heal with Proper Stabilization.)
Drawbacks
-
Focus
(Using this Effect requires a specific kind of item.)
-
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.)
-
Fuel
(Using this Effect consumes some material good in addition to its other costs.)
-
Critical Failure
(Roll a single D10 when you activate this Effect. 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 Major Battle Scar, or an effect counter to its purpose.)
-
Critical Failure effect - sever injury
Parameters
Potency:
1 ( 3 )
Cast Time:
1 ( 1 Minute )
Edit History