DOCTOR DISCIPLINE
Also called the Medicine Discipline, it can cure illness, stitch wounds, and make medicine. Experienced Doctors can even coax life and hope back to an 99% dead individual. Invest in this Discipline if:
You want to play a back alley surgeon, a field medic, or a medical professional
You want to focus on non-magical healing or improve on any kind of healing
You want to save your allies from death and turn the tide on losing battles
Relevant Rules
Heal: this restores a number of HP equal to the number invoked. A creature cannot have more HP than their maximum HP value.
Cure Wounds: This cures all Control effects with the “Wound” duration (e.g. Pain Wound, Stun Wound, etc)
Examine: This reflects a character gleaning information from studying a target and referencing their own knowledge. The target must respond truthfully and OOG to the question, although “I don’t know” can be a valid answer. Deception skills do not block Examine effects.
DISCIPLINE OVERVIEW
Basic Skills
Medical Redemption: Heal wounds or even revive the dead
Medicine Maker (Craft): Create an Herb Kit or grant healing to allies.
Treat Injury: Heal damage or cure wounds, even in the midst of combat
Complex Skills
Corpse Reader: Discover details about a nearby individual through observation.
Curative Chemicals (Craft): Create a remedy that enhances an Advanced Herb Kit.
Distill Disease (Craft): Cure diseases, drawing them out of your patients.
Expert Doctor (Craft): Create advanced Herb Kits or cure Diseases.
Greater Remedy: Improve your healing ability
Erudite Skills
Alternative Theorems (Craft): Cure Curses and Cure Blight with certain Doctor skills.
Endure Plague: You are resistant to diseases, provided you are healthy.
High-tech Medicine (Craft): Use technology to perform great feats of medicine.
Master of Remedies: Mastery skill for the Doctor Discipline.
Supreme Revive (1/P): You are able to revive up to three people while under duress.
BASIC SKILLS
MEDICAL REDEMPTION
(Basic Doctor; Active-Task, Imbue-Heal/Cure/Greater Revive)
Your medical skill is such that you can heal injuries, wounds, and blights after some basic treatment. This skill has the subfunctions below
Long Treatment (requires Herb Kit, long task): After 5+ minutes of simulating the diagnosis and treatment of 1-5 patients, you can clarify the benefits below to your patients
Heal 10
Cure Strikes, Wounds, and Blights.
-- Cure Disease (Astral/Water/Herbal CMP): You can perform Long Treatment and add a Cure Disease effect if you also expend 1 CMP per person treated. Remember that cured diseases still occupy ATN for the rest of the Event but are inert and prevent you from getting it again that month.
Basic CMP = cures all Basic Diseases from 1 patient unless Incurable
Rare CMP = as above, but also cures Greater Diseases
Pure CMP = as Rare CMP’s effects plus cures Anathemic Diseases unless otherwise specified
-- Greater Revive: When you perform Long Treatment, you can resurrect up to 5 dead characters. However, doing so leaves them at 1 HP, with a Pain Strike, and with a new Grave Scar, reflecting the traumatic process. Below are its limits:
Proximity: You must be within 10 feet of the bodies while using this Skill
Consent: Their Players are willing to be revived
Integrity: Targets must be dead for less than 12 hours and not missing their head or most of their torso. Missing limbs may be stitched or grafted as part of the Greater Revive.
Grave Scars: Also, the patient must have less than 5 Grave Scars or have a Graft Stigmata. This must be signed off by a Staff member.
Non-Grafted PCs cannot be resurrected if they have 5 or more such Scars.
Grafted Characters with 5 Grave Scars also gain a Soul Scar,
MEDICINE MAKER
(Basic Doctor; Active-Craft. Imbue-Rest/Cure/Heal)
Doctors are known as healers of body and mind -- this skill allows them to dedicate a Crafting action to curing patients of their wounds or make Herb Kits. This Skill has the following subfunctions:
Craft Herb Kit: Create a basic-quality Herb Kit – In addition to its Component (CMP) costs, this requires a backpack, messenger bag or a series of pouches that reflect its function as a keeper of useful and/or medicinal herbs or chemicals. Herb Kits are needed for several Builder skills to function.
Basic Medicine (requires Herb Kit): As a Craft action, you can treat the hurts of 1-5 living or dead individuals (except yourself) This follows the procedure below:
Step 1: Designate 1-5 patients that you intend to treat with this skill
Step 2: Fill out the necessary Craft-Ritual forms
Step 3: Spend 5+ minutes role-playing the applying bandages, salves, or other medical methods.
Step 4: This expends your Craft action for the current Period
Step 5: Present the filled Craft-Ritual form to Game Staff.
Completion: If you are able to complete this activity, you may grant all of the following to your patients
If Patient is dead, Greater Revive (as per Medical Redemption)
Heal 10 and Cure Strikes, Blight, and Wounds
Lasting Resolve 5
Augmented Crafting: This skill can be enhanced by others or by certain conditions. If your Crafting is imbued with an Augment from Market Hour or an ally’s skills, you may choose from one of the benefits below. You must fulfill the requirements/costs for each product/effect..
Bonus Output: Make/upkeep 1-2 additional Herb Kits or use Basic Medicine on five additional patients.
Bonus Quality: As per Expert Doctor, make/upkeep an Advanced Herb Kit. It can have 1 Augment from the Expert Augment list or or any other Kit Augment that you know how to apply.
Relevant Rules — Lasting Resolve: Similar to Resolve, it is depleted by damage first before HP. If undepleted, it lasts until the next hour or Period (whichever comes last). It never stacks with Resolve or Lasting Resolve - when receiving either, the receiver must choose between the incoming effect or their current Resolve.
TREAT INJURY
(Basic Doctor/Soother/Survivor; Active-Conc/Focus, Imbue-Heal/Cure, Inquiry, Aug)
You are able to quickly patch an ally, even through the stress of combat.
Step 1: Wear an Herb Kit
Step 2: With an empty hand, touch with your patient’s shoulder with one empty hand and/or simulate bandaging them
Step 3: Perform iConc-7 while doing the above
Step 4: Upon completion, invoke one of the options below to bestow their effects
Option 1: “Remedy - Heal 1”
Option 2: ”Remedy - Cure Wounds”
Option 3 ”Examine - What Diseases are affecting you”
Option 4: ”Examine - How many Grave Scars do you have”
Option 5: ”Examine - What Control effects are you suffering?”
Swift Remedy (-Focus): If you expend 1 Focus when using this skill, you can invoke “Remedy” as “Swift Remedy” to lower the required iConc to iConc-2, and increase the effect to “Heal 3”.
COMPLEX SKILLS
CORPSE READER
(Complex Doctor/Hunter/Reader; Active-Concentration/Focus, Inquiry)
Requires: Any two Basic Hunter, Doctor, and/or Reader skills
With scrutiny and deduction, you can learn more from a corpse, or a person that does not move away from you.
While out of combat (no fighting within 50 feet, sight, or hearing), study your subject while performing a Conc-30 within arm’s reach. If successful, you may expend 1 Focus and invoke “Corpse Reader” to ask 1-3 questions from the list below.
-
ATN: “Inquiry -- are you under the effects of <specific attunement/affliction>”?
Control: “Inquiry -- what Control effects are you suffering?”
Death: (corpse only) “Examine -- What kind of attack killed you?”
Species: “Examine -- what Species are you?”
Wounds: “Examine -- Name an attack/damage that hit you within the last hour”
-
If there is no corpse prop or NPC, direct your questions to Game Staff during the scene. Similarly, an NPC/Game Staff may grant a Clue Card in lieu of giving information -- this requires 10 minutes of contemplation/discussion after the scene.
Skill Limitations:
-- 1/Period: You cannot use this skill on the same target again until an hour or a Period has passed (whichever comes last).
-- Defenses: Deception skills can negate Inquiry effects but not Examine effects.
Additional Options: If you have Discern Details, Treat Injury, or Cold Reading, you can choose questions from their lists.
CURATIVE CHEMICALS
(Complex Chemist/Doctor; Active-Craft, Imbue-Heal/Resolve)
Requires: Any two basic Chemist/Doctor skills and the ability to craft Advanced Herb Kits
You are now able to apply your chemistry toward medical ends. Take note that unlike Treat Injury however, the Concentration from Healing Vials does not require the patient’s presence the entire time -- only for the delivery of the effect.
Healing Vial Proficiency: Add the Healing Vial Augments below to your options for when you make an Advanced or Superior Herb Kit. Halve the Concentration required when you use Healing Vials (rounding up). These cannot be lowered further.
Medical Chemistry (requires Herb Kit, long task): After 5 minutes of roleplay, you are able to grant the benefits of the “Long Treatment” function, as per the Medical Redemption.
DISTILL DISEASE
(Complex Doctor; Active-Craft, Imbue-Cure, Cure-Disease)
Requires: Any two basic Doctor skills and Expert Doctor
Most Post-fall diseases and disorders manifest a miasma in the human body. When you cure a Disease, you can crystallize its corruption into a vial where it can be used in certain crafts and rituals.
After you use the Advanced Medicine subfunction of Expert Doctor to cure a Basic or Greater Disease, you may take its Disease tag. Within the same Period, submit the Cured Disease tag to Game Staff to be granted a minor Death, Shadow or Abyssal CMP.
Incurable, Infectious and Anathemic diseases do not grant any CMPs.
Special note: Cured diseases and curses still occupy ATN for the rest of the Event but are inert and prevent you from getting it again that month.
EXPERT DOCTOR
(Complex Doctor; Active-Craft, Imbue-Cure, Cure-Disease)
Requires: Any two basic Doctor skills, including Medicine Maker
This skill allows you to craft more complex Herb Kits and Elixirs, as well as assist in the creation of Herb Shops and Cure Diseases without expending CMP.
Expert Crafting: When you use Medicine Maker, you have new options.. Of note is the ability to craft/upkeep an Advanced Herb Kit, which has bonus abilities from its Kit Augment (aka Aug), depending on which Augment it is made with. Remember that Advanced and Superior items deteriorate into Basic-quality after 3 Events.
Advanced Herb Kit (1 Aug)
Herb Shop (requires Herb Kit)
Apply Kit Augment: when you craft/upkeep an Advanced or Superior Herb or Scrap Kit, this skill lets you choose from the Expert Kit Augments list
Advanced Medicine (requires Herb Kit): When you use the Basic Medicine subfunction of Medicine Maker, you can add a Cure Disease effect to it. This allows you to Cure Basic and Greater Diseases that are not Incurable without expending CMP.
As per usual, a Game Marshall must sign off on the ATN as cured but the slot cannot be otherwise used until the next Event. Any patient you cure in this way cannot be affected by the same Disease in the current Event.
Augmented Crafting: You can now opt for one of the benefits below when your Crafting with Chem Maker is Augmented, fulfilling the normal costs/requirements as per usual.
Bonus Output: Make/upkeep 1-2 extra Advanced Skill Kits or apply Advanced Medicine to up to 10 patients
Bonus Quality: Make/upkeep one Superior Skill Kit from the Master of Elements list, which can have up to two Augments that you have access to.
GREATER REMEDY
(Complex Doctor; Active-RP, Imbue-Cure, Aftereffect)
Requires: Any two basic Doctor skills
Your skill with the curing of wounds and injuries increases, vastly improving your medical or even magical abilities to heal. This skill has the following subfunctions.
Grace of Tranquility (+Heal): The Healing you imbue via a Spell or Treat Injury skill is increased by +1 when used on others (aka outgoing healing)..
Neutralize Poison (-Focus): You may add “Remedy - Cure Blight” to the list of options that you may invoke when using Treat Injury. However, this requires 1 Focus.
Medical Expertise: Your Treat Injury skill has a Healing cap of “Heal 7” instead of “Heal 5”. This has no effect on those who have their Healing abilities diminished.
ERUDITE SKILLS
ALTERNATIVE REMEDIES
(Erudite Doctor; Active-Craft, Imbue-Cure/Heal/Stigmata)
Requires: Any two complex Doctor skills and any two basic Doctor skills including Expert Doctor and Medical Redemption
Spiritual afflictions are now within your capacity to cure. You can also perform magical feats such as growing a new body for a fallen ally or grafting an Eidolonic Stigmata.
Esoteric Medicine (requires Herb Kit and Adept ATN): No longer limited to physical disorders, you can now extend your Doctor skills to the spiritual arena.
Cure Curse: If you have them, you can use Distill Disease and Expert Doctor on Curses.
Examine Curse: A new Treat Injury option “Examine - What Curses do you have?“
Speak to Spirits: Gain a new option for Treat Injury: “Inquiry - Speak to Spirits”. This allows you to see and speak to spirits. You do not need a patient for this Conc count.
Medical Reincarnation (requires Biomancer Hatchery, Bone Garden, or any Mana Lodge): When you use Medical Redemption to resurrect a dead patient, you can incarnate them into a new body or fully restore a ravaged one. This painful process requires the presence and consent of their spirit -- only clothes and Fate-bound/Magna-traced items return with them
Implant Eidolonic Spore: You are able to grant the Eidolonic Stigmata on a willing, non-Grafted person. This agonizing process is outlined in the Eidolonic Stigmata section.
Fate Binding (requires Herb Kit and Adept ATN): You can bind a Skill Kit to an owner, as per the Brewer’s Eldritch Elixirist skill
Etheric Expertise (Doctor; requires Herb Kit): This allows you to create magical items despite a lack of magical ability. You are counted as having an Adept ATN when you use Doctor skills if you are assisted by an ally with an Adept ATN -- they must also expend a Craft-Ritual action or be using a Ritual to assist you (e.g. Detect Method, Project Power, Transmute Element)
Magical Construction (requires Herb Kit): When you use Medicine Maker, you have new options below. However, non-magical users of this skill must make up for the lack of magic by using a Mana Lodge or Etheric Expertise above.
-- Biomancer Hatchery (also costs Flesh of the Empress x5)
-- Bone Garden (requires Necrotheurgic Anchor ATN)
-- Hallowed Shrine
-- Superior Herb Kit (has 2 Augs)
-- Mana Lodge (Arcane Orrery; requires Adept ATN)
-- Mana Lodge (Outsider Obelisk; requires Adept ATN)
-- Mana Lodge (Spirit Circle; requires Adept ATN)
ENDURE PLAGUE
(Erudite Doctor/Survivor; Active-Focus/HP, Defense-Blight/Disease, Resist)
Requires: Any two complex Doctor/Survivor skills and any two basic Doctor/Survivor skills
Your medical skill or resilience is such that you can deal with an infection or a poison before it can truly take root. This is reflected in the subfunctions below:
Endure Plague (-Focus)
Step 1: Receive a Blight effect or Basic/Greater Disease
Step 2: As a Reaction, expend 1 Focus
Step 3: Invoke “Endure Plague”
Step 4: This negates the attack and imbues you with “Resolve 3”
Step 5: Mentally take note of your Resolve total
Resist Plague (requires Herb Kit, Resolve): If you are currently wearing an Herb Kit and have at least “Resolve 1”, then you may waive the Focus cost of “Endure Plague”, Invoke this augmented skill as “Resist Plague"
HIGH-TECH MEDICINE
(Erudite Doctor; Active-Craft, Imbue-Cure/Revive/Stigmata)
Requires: Any two complex Doctor skills and any two basic Doctor skills including Expert Doctor
You are up to date in the use of technology in your medical field.
Apex Medicine (requires Magna Field): When you use Medicine Maker, you gain the options below Some of these are costly, requiring at least one specific Superior-tier CMP: Hyper Refined Etherite -- this can be mitigated by certain high tech Town Expansions.
-- Apex Lab (requires Herb Kit, Hyper Refined Etherite x5)
-- Superior Herb Kit (2 Augs)
-- Hyper Refined Vial Augment: (requires Hyper Refined Etherite)
Also, halve the required Concentration (round down) when you use Hyper Refined Vials. This required count may not be lowered further.
Metabionic Surgery: You can implant of Metabionic equipment into a person.
Implant Metabionic Graft: You are able to grant the Metabionic Stigmata on a willing, non-Grafted ally This painful process is outlined in the Metabionic Stigmata section.
Implant Metabionic Trait: You can implant a Metabionic Trait upon a willing Metabionic ally (see Metabionic Stigmata)
Toxic Tolerance (requires Herb Kit): Practice with experimental chemicals has left you with some tricks. Use the Resist Toxin skill as if you had it, with the requirement below:
-- After you use Resist Toxin, simulate drinking a vial, smelling a prepared rag, or popping a lozenge to reflect the specialized chemicals you have crafted for yourself (and only yourself) to withstand corrosive attacks.
MASTER OF REMEDIES
(Erudite Doctor; Active-Craft, Mastercraft, Imbue-Heal/Cure)
Requires: Any two complex Doctor skills and any two basic Doctor skills including Expert Doctor and Greater Remedy
You have reached a pinnacle of craftsmanship and healing with the medicinal arts. Not only are you able to craft great things in an easier fashion, but your own skills with treating injuries and the like are further enhanced.
Master Doctor When you use Medicine Maker, you now have the option to make a Superior Herb Kit, if you cannot do so yet .
Superior Healing: Some of your Doctor skills have improved functions:
Heal thy Self: The bonus from Greater Remedy also applies when using Treat Injury or a Spell upon yourself — this can apply to “Serenity Within” and “Survivor’s Reprieve”
Mass Redemption: You may augment the Medical Redemption skill to affect ten people at a time instead of only five people. Invoke it as “Mass Medical Redemption”
Forceful Revive: You can use Medical Redemption to revive a person who has been dead for 24 hours or less.
Emergency Treatment: You may add “Remedy - Painful Revive” to the list of options that you may invoke when using Treat Injury.
Mastercraft Action (requires Herb Kit, 1/Event): You may augment a Craft action once per Event, allowing you the benefits below. This does not expend the use of other Mastercraft skills in the same Event.
Benefit 1: Craft with Ease: When you use Medicine Maker, it does not count as your Craft-Ritual action for that Period.
Benefit 2: Medicinal Mastery: If using Medicine Maker’s Basic or Advanced Medicine, you can affect up to 10 additional patients. This can be combined with Bonus Output or used with the Craft Items Interim Action
SUPREME REVIVE
(Erudite; Active-Periodic, Imbue-Revive)
(Erudite Doctor; Active-Periodic, Imbue-Revive)
Requires: Any two Complex Doctor skills and any two basic Doctor skills
With immense effort and concentration, you can resuscitate those that would remain dead in the hands of lesser healers.
Once per Period, while you are using an Herb Kit, you can perform one of the medical feats below. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest. Due to this task’s complexity, you cannot do this to yourself
Scarless Revive (requires Herb Kit): Resurrect two allies while mitigating their hurt.
Step 1: Touch one or two dead allies that died within the last hour.
Step 2: Perform a First Aid-10 count while maintaining contact
Step 3: Invoke “Supreme Revive”
Step 4: Clarify that both individuals are affected by a Greater Revive that does not afflict them with a Grave Scar or Soul Scar.
Medical Triage (requires Herb Kit): In an emergency, swiftly bring two allies back up.
Step 1: Touch one or two allies that are Downed or Critical
Step 2: Perform a First Aid-3 count while maintaining contact
Step 3: Invoke “Supreme Triage”
Step 4: Invoke “Painless Revive” to grant that effect to both, which does not inflict a Pain Strike.