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Healer

Mortal Healer Knacks improve your ability to heal and help your allies with mundane medicines. Healer Knacks are driven by the concepts of purification and restoration.

 

Any animal can destroy, injure, or kill, but to take the broken and repair it is divine. Healers are those divine beings whose Legends feature restoration in any form — godly doctors, true, but also Scions who purify the corrupted, repair broken treasures, and put things right. Many Healers demand conditions or repayment for their miracles (an altruistic attitude is also common, but not necessary), but this isn’t the Calling for charlatans or quacks. A Healer’s Legend comes from success, turning back the clock to make something as it once was.

 

Knacks

 
  • The Bare Minimum: You are always able to safely tend to someone’s wounds, even if you have no sanitary medical tools available. Even if all you have are twigs and dirt, you’ll be able to perform surgery at no increased difficulty and at no risk to your patient.


  • Combat Medic: When you tend to an ally’s wounds in the heat of battle as a reflexive action, once per turn remove any Bruised Injury they may be suffering — including damage sustained to armor — without needing to roll.


  • Damage Conversion: When you administer medical attention to a patient or yourself as an action, convert any Injuries to one lower: Maimed becomes Injured, Injured becomes Bruised, and Bruised Injuries heal completely.


  • Doctor’s Kit: At the start of a combat scene, roll your Knack Skill. Spend the resulting successes on the following Stunts whenever a bandmate or allied character in the same range band as you takes an Injury:
    1. Ice Pack (1s): Remove a Bruised Injury, including those sustained by armor
    2. Swift Bandaging (2s): Remove an Injured Injury
    3. Emergency Operation (4s): Remove a Maimed Injury until the end of the scene


  • Immunization Booster: Designate up to your Knack Skill in targets to be under your care. While under your protection, they get +2 Enhancement to all rolls to resist disease and poison, and to recover from Injuries. Storyguide characters you protect in this way are automatically protected — that is, the Storyguide does not need to make rolls when they would be affected by disease or poison.


  • Surgeon with the Hands of God: Halve the time you need to undertake any kind of medical procedure (such as surgery). You never face any increased difficulty to treat a critically ill or injured patient.


  • With a Glance: When you spend time interacting with an ailing target, you diagnose what is wrong with him, as well as any other pertinent medical information. In the event that she is diagnosing a patient suffering from a supernatural disease, this may require a Knack Skill roll, which is opposed by whomever afflicted the victim.


 

Immortal Knacks

 
  • Breath of Life: If you touch a target within three minutes of their death, you can spend a point of Legend and bring them back to life with all Injuries filled. Any longer than three minutes and the target cannot be revived.


  • Internal Refinery: When exposed to a poison or disease, make a Knack Skill roll. A success instantly cures yourself. By spending a point of Momentum, you then also generate one dose of a cure or antidote, which you can secrete and administer to another person.


  • Panacea: When you work to cure a disease or fight an illness on a large Scale (curing cancer, stopping a God-driven plague), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.


  • Reconstruction: Once per day, make a Knack Skill roll. If any successes are achieved, remove any one Condition a target may face that is not necessarily an illness or ailment. Examples include ending a character’s blindness, restoring a limb with a perfect prosthetic, and ending paralysis or PTSD. You may cure additional ailments by spending 1 Momentum each. As an additional effect, which does not cost Momentum, at the beginning of the session you have the option to reassign your Attribute dots in any order as long as they remain within the same original categories. You cannot move Resistance dots into Power dots, for example.
Skills: Empathy, Medicine, Science
  Example Keywords: Restoration, renewal, health, balm, succor, doctor, nurse, vet, repair, purifier, rebuild, cure, treat
Example Gods: Het-Heru, Aset, Khnum, Sarasvati, Surya, Ìbejì, Òrúnmìlà, Òsanyìn, Òshun, Sònpònná, Chang’e, Guanshiyin Pusa, Nǚwā, Yandi Shennongshi, Tsukiyomo, Susano-Ō, Inari, Fukurokuju, Kisshōten, Brigid, Dian Cécht, Apollo, Artemis, Hestia, GeezhigoQuae, Muzzu-Kumik-Quae, Winonah   Fatebinding Roles: Boon Companion Companion, Canary, Rival



Failure Deeds: Withhold treatment, ruin something beyond repair, leave the person you’re healing diminished
  Adoption Deeds: Restore the lost, cure an epidemic, purify a titanspawn

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