Role - Healer

SPECIALIST SKILLS

  BREW POTION (INSTINCT)
There are many wondrous plants in Paradise Valley. To an untrained eye most of them might look like weeds – but you know which plants heal and which kill. You pick them, boil them and extract the useful substances. First you must choose which kind of potion you want to brew - Then you must spend a few hours in nature to find the right herbs. Then you roll to Brew Potion. Failure: The potion has no effect, or a different effect than intended (GM’s choice). Success: The decoction has the desired effect. Every / you roll creates one dose of the decoction. Storage: Up to ten doses (of the same potion) can be stored in a bottle or something similar that counts as a regular item. Up to five doses can be storage in a bottle that counts as a light item. A potion stays fresh for a few days before losing its effect.

TYPES OF POTIONS Below are a few examples of potions and decoctions a Healer can Brew. They heal or inflict different kinds of trauma. You can come up with more effects, with approval of the GM. Upon consumption, one dose immediately causes the effect described below. Consuming additional doses during the same day has no additional effect.
  • Healing: Heals D6 points of damage.
  • Invigorating: Heals D6 points of fatigue.
  • Stimulating: Heals D6 points of confusion.
  • Intoxicating: Heals D6 points of doubt.
  • Sedating: Inflicts D6 points of confusion. If its is lowered to zero the victim falls asleep for D6 hours.
  • Lethal: Inflicts D6 points of damage. If the damage is great enough, the victim can be critically damaged.
 

THE HEALER’S TALENTS

Choose one, you can learn more later.

MOONSHINER - You have mastered the art of distilling potent alcohol from plants. A few hours of work and a successful roll of Brew Potion creates D6 doses of alcohol. The alcohol can be drunk or be used as fuel.

  SURGEON - You have learned the art of stopping bleeding and treating severe injuries. Your roll is modified by +2 when you roll to Heal someone who is broken by damage. The talent has no effect on other types of trauma.

  THERAPIST - You read others like an open book and you have a natural ability to make them open up to you. Your roll is modified by +2 when you roll to Heal someone who is broken by confusion or doubt – but not by damage.

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