Healing Factor

Healing Factor (variable cost)
Characters whose bodies heal at supernatural rates are said to have Healing Factors. Spider-Man needs only a few hours of rest to recover from an injury that might leave an ordinary person in the hospital for several days; Wolverine would be good as new in a minute or two.

Since healing times vary, so do the costs. Healing Factors are figured by Cost Level rather than a flat white stone count so that Advantages, Disadvantages and Options can be applied:
 * 3 CL = x2 Natural Healing Factor. You heal roughly twice as quickly as a normal person.  Check out of the hospital a couple days early; no matter what your doc tells you, you've got better things to do than rack up medical bills.  Like getting revenge.
 * 5 CL = Healing Factor. You heal 1 white stone of health per hour.  Just had a severe beating? Call it a night and you'll be ready to do it all over again come morning.  Try not to lose this time.
 * 7 CL = Accelerated Healing Factor. You heal 1 white stone of health every two Pages (roughly 1 white per minute outside of combat).  Take some risks, push your luck and get in over your head if you like - you can handle the punishment.  You'll be ready for the next beating before the bodies are cold.
 * 8 CL = Enhanced Healing Factor. You heal 1 white stone of health per Page (roughly 2 white per minute outside of combat).  If they can't put you down in the first round, chances are they never will.

Options include:
 * +1 CL = Reconstitute Self. With this option even death is just a temporary setback.  Your Healing Factor continues to function even if you are killed by losing your last red stone of health.