View Full Version : World's Greatest Healer
teh bunneh
Sep 15th, '07, 12:04 PM
For a low-magic setting, I want to create a group of healers who are such amazing doctors/surgeons that they can do things that other healers simply can't. However, their skills are not magical. No "Cure Light Wounds" spells or anything like that. It's all good ol' fashioned doctoring -- that just happens to be extremely effective. A few powers I've got so far for them:
6 Master Surgeon: Healing BODY 2d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (20 Minutes, Character May Take No Other Actions, -2 3/4), Requires A PS: Surgeon Roll (-1/2), Others Only (-1/2)
10 Never Sick: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
7 Preventative Care: Life Support (Immunity: All terrestrial diseases and biowarfare agents), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 2 people at once; +1/2) (15 Active Points); OAF Expendable (Difficult to obtain new Focus; Herbs and Medicines; -1 1/4)
What other ideas can you guys give me? :thumbup:
PhilFleischmann
Sep 15th, '07, 02:21 PM
Cure Poison: Dispel 10d6, vs. Any One Poison, Extra Time (not too long, say 1 Turn at most), Concentration, Expendable OAFs to taste (medicines and herbs), etc.
Diagnosis: Detect Physical Maladies, Discriminatory, Analyze; Extra Time, Concentration, etc.
Unburden: Transform Xd6 Human with permanent injury or birth defect or genetic problem into same person without that problem, Limit to taste.
Drug of Sustainance: Life Support - No need to Eat, 1 Continuing Charge lasts 1 week (or 1 Day, or whatever), OAF Universal Expendible and Expensive.
Drug of Restoration: Same as previous, but No need to Sleep instead.
Temprary Ability: Aid Xd6 to counter any one physical disability (Blindness, loss of limb, etc.) fades 5 pts/hour, and the usual expensive expendible Focus
Puverian Marching Powder: Aid Xd6 to SPD, END, REC, and/or whatever charatceristics seem appropriate (maybe STR, BODY, STUN, probably not INT, DEX or EGO). Maybe just SPD and END. Maybe just REC. Fades 5 pts/5 minutes or 5/20 min.
Any of these could be High or Low magic depending on the Limitations.
Captain Obvious
Sep 15th, '07, 05:21 PM
That Master Surgeon bit is good for patching up a wound, but a serious wound will still need time to heal. A long-term REC Aid will help that along very nicely.
Lord Mhoram
Sep 16th, '07, 04:08 PM
An aid that doubles (or triples) things like Healing Herbs. In the hands of these people it is just that much more effective.
Captain Obvious
Sep 16th, '07, 04:13 PM
An aid that doubles (or triples) things like Healing Herbs. In the hands of these people it is just that much more effective.
NO! I'm done with the herbalism spells in my world. Or I WAS done. Now I have to go back and readjust everything...
Lord Mhoram
Sep 16th, '07, 04:30 PM
NO! I'm done with the herbalism spells in my world. Or I WAS done. Now I have to go back and readjust everything...
:) I use the rules that first aid/paramedics does an instant 1 bod healing, and that aid also doubles that... pretty much any by the rules non spell healing, healers can do better.
I have magical healing in my world, but all the "spell based" healing can only heal half the wound. I have those that are gifted with magical healing from the gods that can heal anything and that is one of their abilities. :)
I also have detect disease/ poison (Diagnosis) and other things that are pretty much the same as mentioned by others above.
Thia Halmades
Sep 16th, '07, 05:17 PM
Sports Medicine is an amazing thing.
Don't Tell Anyone About This... AID STR & CON, 4d6, Side Effect, Always Occurs, uses LTE & exhausts target.
You Can Walk That Off AID BODY, Only to Restore to Starting Values, Side Effect, LTE. And of course, the AID is temporary -- eventually the pain (and the damage) come back in full force. You can also have this deal an extra point of BODY damage.
If you won't hold still... Entangle, Cannot Form Barriers, yadda yadda yadda -- a super sedative, basically.
Let me know if that's what you're looking for.
Bygoneyrs
Sep 17th, '07, 09:45 AM
How about coming up with a root of some extremely hard to find plant, if cut just right
seems to be alive and if the pulp is oozed into the wound that is heals 1d3 damage in
the first 12 hrs and +1 pt of damage for each (period) defined there after plus natural
bodies healing added in as well.
Penn
teh bunneh
Sep 17th, '07, 12:34 PM
Thanks fellas! :cheers:
Super Squirrel
Sep 30th, '07, 02:44 PM
I'd give them a 1d6 Healing Regeneration, Regrows Lost Limbs. Extra-Time (1 Month), Set Effect (Only to Regrow Lost Limb). It is a poltice that when applied to a lost limb, slowly regrows it over the course of months (years if you are talking a leg or an arm). It uses a drop of blood mixed into the trade-secret powder that applies to the wound. This way it can't be "sold" to another person after the limb is regrown.
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