54 lines
No EOL
6.9 KiB
Markdown
54 lines
No EOL
6.9 KiB
Markdown
### **Description**
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Healers mend flesh and spirit alike. Whether on the battlefield, in plague-ridden cities, or during long journeys through hostile lands, their skill decides who lives and who dies. Masters of Medicine treat injuries, purge poisons, and sometimes even cleanse the soul.
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The _Hands of Mercy_ tree represents a healer’s growth from battlefield medic to miracle worker, capable of saving lives that others would consider lost.
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### **Overview of Tiers and Progression**
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- **Tier 1 (Medicine 1+)**: Basic stabilization, diagnosis, and fatigue removal.
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- **Tier 2 (Medicine 2+)**: Efficient care in combat and antidote creation.
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- **Tier 3 (Medicine 3+)**: Remove injuries and corruption with advanced techniques.
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- **Tier 4 (Medicine 4+)**: True mastery—miraculous healing, soul therapy, and deep cleansing rituals.
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**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Medicine or Focus**.
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**Advancement:** Must unlock **Tier 1** before accessing later tiers.
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### **Tier 1 Abilities** _(Medicine 1+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| ------------- | ---------- | ----------------------------------------------- | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
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| **First Aid** | **Active** | 1 Action (encounter) or 5 minutes (downtime) | **Wit + Medicine** | You may stabilize a **Wounded** ally with no penalty. This prevents their condition from worsening. |
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| **Diagnose** | **Effect** | Attaches to a Medicine roll examining a patient | — | Mark one die as **Effect**. If the marked die succeeds, you identify one disease, poison, or magical affliction affecting the patient in addition. |
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| **Cockering** | **Active** | 2 Actions | **Wit + Medicine** | Once per scene, you may remove **1 Fatigue** from an ally through quick intervention. |
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### **Tier 2 Abilities** _(Medicine 2+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| --------------------- | ---------- | ------------------------------------------- | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| **Strong Stitches** | **Effect** | Attaches to a Medicine roll healing an ally | — | When you heal an ally, they regain **+1 Soak die** for 1 scene when relying on armour. Mark a die as **Effect**; if it succeeds, this bonus also applies to the next ally you heal this scene. |
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| **Antidote Crafter** | **Active** | 1 hour downtime per dose | **Wit + Medicine** | Create antidotes to neutralize toxins or magical afflictions. Each success allows you to treat one dose or type of toxin. |
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| **Battlefield Medic** | **Active** | 2 Actions | **Wit + Medicine** | You may treat one ally while under fire. It costs only 2 Actions to treat the wounds of an ally and remove injuries. This can be done once per combat for each of your allies. This can stabilize or remove Fatigue. |
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### **Tier 3 Abilities** _(Medicine 3+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| ------------------- | ---------- | -------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
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| **Expert Healer** | **Active** | 4 hours downtime (extended care) | **Wit + Medicine** | Once per session, you may remove **1 additional Injury** from an ally through extended care, regardless of other healing attempts on this ally. |
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| **Preventive Care** | **Active** | 1 hour downtime | **Wit + Medicine** | Allies you treat gain **+1 die** to resist diseases and poisons for a number of days equal to your success margin. |
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| **Purging Surgery** | **Active** | 1 hour downtime (dangerous) | **Wit + Medicine** | Once per session, remove **1 Corruption die** from an ally by cutting out the infected flesh. If you fail the roll, the patient gains **1 Injury**. |
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### **Tier 4 Abilities** _(Medicine 4+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| ------------------ | ---------- | ------------------------------------ | --------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
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| **Miracle Worker** | **Active** | 1 hour downtime | **Wit + Medicine** | Once per session, you can bring back someone who recently died (within the last hour). |
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| **Soul Healer** | **Active** | 1 full day downtime | **Presence or Wit + Medicine** | You may heal **Bond damage** from allies through intensive physical and emotional therapy. |
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| **True Cleansing** | **Active** | 1 full day downtime (ritual healing) | **Wit + Medicine + Spirit** (choose Spirit instead of Wit if desired) | Remove **all Corruption dice** from a willing patient. On failure, the patient gains **1 permanent Injury** (until treated). |
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>[!note] **Design Notes**
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>- **Effect abilities** (Diagnose, Preventive Care, Strong Stitches) attach to rolls you are already making, reinforcing the helper-healer loop.
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> - Tier 3 and 4 abilities define serious downtime commitments, so players must balance immediate utility with powerful, campaign-shaping healing.
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> - Spirit/Presence substitutions are allowed on abilities involving ritual healing or psychological therapy. |