vaelora/Rules/Ability Trees/Skills/Crafting/Medicine (Focus) - Hands of Mercy.md
2025-08-01 09:16:36 +02:00

6.9 KiB
Raw Blame History

Description

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.

The Hands of Mercy tree represents a healers growth from battlefield medic to miracle worker, capable of saving lives that others would consider lost.

Overview of Tiers and Progression

  • Tier 1 (Medicine 1+): Basic stabilization, diagnosis, and fatigue removal.
  • Tier 2 (Medicine 2+): Efficient care in combat and antidote creation.
  • Tier 3 (Medicine 3+): Remove injuries and corruption with advanced techniques.
  • Tier 4 (Medicine 4+): True mastery—miraculous healing, soul therapy, and deep cleansing rituals.

Cost: Each tier costs Tier × 3 Marks, spent from Medicine or Focus.
Advancement: Must unlock Tier 1 before accessing later tiers.

Tier 1 Abilities (Medicine 1+)

Name Type Action/Duration Roll (if active) Description
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.
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.
Cockering Active 2 Actions Wit + Medicine Once per scene, you may remove 1 Fatigue from an ally through quick intervention.

Tier 2 Abilities (Medicine 2+)

Name Type Action/Duration Roll (if active) Description
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.
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.
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.

Tier 3 Abilities (Medicine 3+)

Name Type Action/Duration Roll (if active) Description
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.
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.
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.

Tier 4 Abilities (Medicine 4+)

Name Type Action/Duration Roll (if active) Description
Miracle Worker Active 1 hour downtime Wit + Medicine Once per session, you can bring back someone who recently died (within the last hour).
Soul Healer Active 1 full day downtime Presence or Wit + Medicine You may heal Bond damage from allies through intensive physical and emotional therapy.
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).

[!note] Design Notes

  • Effect abilities (Diagnose, Preventive Care, Strong Stitches) attach to rolls you are already making, reinforcing the helper-healer loop.
  • Tier 3 and 4 abilities define serious downtime commitments, so players must balance immediate utility with powerful, campaign-shaping healing.
  • Spirit/Presence substitutions are allowed on abilities involving ritual healing or psychological therapy.