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healer [2019/11/14 12:53]
kyle
healer [2020/11/19 13:47] (current)
kyle
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 //Get that damn jar of leeches out of my sight or I swear you're going to be the one who needs a doctor.// //Get that damn jar of leeches out of my sight or I swear you're going to be the one who needs a doctor.//
  
-Players who are less familiar with the Annulus system might assume that the Healer class is absolutely essential. While undeniably useful, the fact that only the bottom third of one's health doesn't quickly and automatically regenerate means that there are plenty of parties that survive just fine without a dedicated medic. +Players who are less familiar with the Annulus system might assume that the Healer archetype is absolutely essential. While undeniably useful, the fact that only the bottom third of one's health doesn't quickly and automatically regenerate means that there are plenty of parties that survive just fine without a dedicated medic. 
  
 ^[[#Healer]] ^^Cure the injured. | ^[[#Healer]] ^^Cure the injured. |
 |{{fa>caret-right?24}} |[[#Contingent]] |Heal automatically when needed. | |{{fa>caret-right?24}} |[[#Contingent]] |Heal automatically when needed. |
 |{{fa>caret-right?24}} |[[#First Aid]] |Restore Flesh and revive the dead. | |{{fa>caret-right?24}} |[[#First Aid]] |Restore Flesh and revive the dead. |
-|{{fa>caret-right?24}} |[[#Pharmacist]] |Remove standard conditions. | +|{{fa>caret-right?24}} |[[#Helping Hand]] |Help remove elemental conditions. | 
-|{{fa>caret-right?24}} |[[#Regeneration]] |Subjects continue healing slowly. |+|{{fa>caret-right?24}} |[[#Pharmacist]] |Help remove standard conditions. |
 |{{fa>caret-right?24}} |[[#Throw Medicine]] |Ranged treatment. | |{{fa>caret-right?24}} |[[#Throw Medicine]] |Ranged treatment. |
-^[[#Enterprises]] ||Clinic \\ Healer School | +^ ^^^
-^[[#Weaknesses]] ||Pacifist |+
  
 ====== Healer ====== ====== Healer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Treatment:** As an action, you can give medical treatment to yourself or any creature adjacent to you. Giving a creature medical treatment immediately restores all lost Energy to that creature. \\ \\ {{fa>minus-circle?24&align=left}}**Energy Only:** Lost Flesh, if any, is not restored. Each point of Energy must have a corresponding point of Flesh to support it. Lost Attention is also not restored. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Roll a trigger die when you give someone medical treatment. If the result is 1-6, you lose one Supply or one use of a Commissary Kit item. You cannot give treatment if you have no Supply/Commissary Kit uses remaining. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Treatment:** As an action, you can give medical treatment to yourself or any creature within 1 meter of you. Giving a creature medical treatment immediately restores up to 5 points of lost Energy to that creature. \\ \\ {{fa>minus-circle?24&align=left}}**Energy Only:** Lost Flesh, if any, is not restored. Each point of Energy must have a corresponding point of Flesh to support it. Lost Attention is also not restored. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Roll a trigger die when you give someone medical treatment. If the result is 1-6, you lose one Provisions. You cannot give treatment if you have no Provisions remaining. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nurse:** Anybody in your care (including yourself) automatically restores 1 point of lost Flesh per day of bed rest. This does not cost any Supply/Commissary Kit uses, just time. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nurse:** Anybody in your care (including yourself) automatically restores 1 point of lost Flesh per day of bed rest. This does not cost any resources other than time. | 
 +^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Ounce of Prevention:** Receiving treatment from you at any point during an exploration turn in which the patient was also exposed to a disease completely negates the possibility of infection. The patient does not need to roll for infection at the end of the turn at all. Disease exposure in future exploration turns might still lead to infection, but never during the same turn in which treatment was given. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Auto-Injector:** You instantly and automatically give yourself medical treatment as a free action after you take damage that removes your last Energy, even if it is not your turn. \\ \\ {{fa>minus-circle?24&align=left}}**You Only:** Contingent healing only helps you personally. You can't contingently heal anybody else. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Standard:** Contingent medical treatments require and cost Supply/Commissary Kit uses at the normal rate for any medical treatments. \\ \\ {{fa>minus-circle?24&align=left}}**Sequence:** If the damage that removed your last Energy also removed one or more points of Flesh, then this is resolved before the healing happens. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Auto-Injector:** You instantly and automatically give yourself medical treatment as a free action after you take damage that removes your last Energy, even if it is not your turn. \\ \\ {{fa>minus-circle?24&align=left}}**You Only:** Contingent healing only helps you personally. You can't contingently heal anybody else. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Contingent medical treatments require and cost Provisions at the normal rate for any medical treatments. \\ \\ {{fa>minus-circle?24&align=left}}**Sequence:** If the damage that removed your last Energy also removed one or more points of Flesh, then this is resolved before the healing happens. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Restore Flesh:** When you give subject medical treatment, they also regain a single point of lost Flesh. The Flesh is restored immediately before the Energy that covers it. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Restore Flesh:** You can restore a point of lost Flesh to a creature as a single action rather than an entire procedureThis still costs 1 Provisions as normal. \\ \\ {{fa>plus-circle?24&align=left}}**Bonus Treatment:** Using First Aid to restore lost Flesh to a subject also gives them all the benefits of medical treatment. Energy is restored immediately after the Flesh it covers. \\ \\ {{fa>minus-circle?24&align=left}}**Normal Flesh Costs:** You do not need to roll a trigger die to check for costs when giving medical treatment in this way, as the cost is built-in and automatic. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Revive:** If you give medical treatment to a subject that previously passed out due to hitting 0 Flesh, they may immediately wake up with 1 Flesh and rejoin the action. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Revive:** If you give medical treatment to a subject that previously passed out due to hitting 0 Flesh, they may immediately wake up with 1 Flesh and rejoin the action instead of having to wait until the end of the current exploration turn to wake up. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Kickstart A Heart:** You can give medical treatment to a recently-dead subject to bring them back to life. Doing so restores 1 Flesh to the dead subject. \\ \\ {{fa>minus-circle?24&align=left}}**Lingering Weakness:** Subjects revived from the dead gain a random injury. \\ \\ {{fa>minus-circle?24&align=left}}**Race Against Time:** You can only revive a dead subject if they died within the current exploration turn. Anybody who's been dead longer than that is too far gone to be revivable. \\ \\ {{fa>minus-circle?24&align=left}}**No Retissue:** Revival requires a mostly intact body. Anybody who died in an especially messy or thorough fashion cannot be revived. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Reviving a dead subject always costs 1 Supply/Commissary Kit use. You don't have to roll a trigger die; the cost is automatic. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Kickstart A Heart:** You can give medical treatment to a recently-dead subject to bring them back to life. Doing so restores 1 Flesh to the dead subject. \\ \\ {{fa>minus-circle?24&align=left}}**Lingering Weakness:** Subjects revived from the dead gain a random injury. \\ \\ {{fa>minus-circle?24&align=left}}**Race Against Time:** You can only revive a dead subject if they died within the current exploration turn. Anybody who's been dead longer than that is too far gone to be revivable. \\ \\ {{fa>minus-circle?24&align=left}}**No Retissue:** Revival requires a mostly intact body. Anybody who died in an especially messy or thorough fashion cannot be revived. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Reviving a dead subject costs 1 Provisions. |
 ^ ^^^ ^ ^^^
  
-====== Pharmacist ======+====== Helping Hand ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**The Candyman Can:** You have a wide array of coagulantspainkillersstimulants and other useful drugs. Whenever you give medical treatment to a subject, you also remove one standard condition from them automatically. \\ \\ {{fa>minus-circle?24&align=left}}**The Candyman Can't:** You cannot use this ability to remove the Grabbed condition or any elemental condition, only standard ones. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Flushing Station:** You have a wide array of antitoxinscounteragentsmaterial suppressants and other useful chemicals. Whenever you give medical treatment to a subject, that subject may automatically remove any single elemental condition they're currently suffering from. \\ \\ {{fa>minus-circle?24&align=left}}**Can'Flush That:** You cannot use this ability to remove the Grabbed condition or any standard condition, only elemental ones. |
 ^ ^^^ ^ ^^^
  
- +====== Pharmacist ======
-====== Regeneration ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Resurgent Life:** Anyone you treat slowly regenerates. Every round at the beginning of the subject's turnthey immediately regain 1 point of lost EnergyThis happens immediately after regaining Attentionmeaning that the new Energy does not get covered with a matching point of Attention. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Regeneration lasts until the end of the current exploration turn. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**The Candyman Can:** You have a wide array of coagulantspainkillers, stimulants and other useful drugsWhenever you give medical treatment to a subject, that subject may automatically remove any single standard condition they're currently suffering from. \\ \\ {{fa>minus-circle?24&align=left}}**The Candyman Can't:** You cannot use this ability to remove the Grabbed condition or any elemental condition, only standard ones. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Chuck A Potion:** You can give medical treatment to anyone within throwing range (0-10 meters) instead of only adjacent targets. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Chuck A Potion:** You can give medical treatment to anyone within throwing range (0-10 meters) instead of only adjacent targets. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Clinic |Lost points of Flesh can be restored to creatures in the settlement at a cost of 1 Supply for all lost Flesh restored instead of 1-for-1 as normal. Injuries can be removed quickly in the settlement by spending 1 Supply per injury. Permanent injuries can be surgically repaired for 5 Supply instead of 1. Creatures with the Synthetic weakness cannot benefit form a Clinic. | 
-^Healer School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
- 
-====== Weaknesses ====== 
- 
-^Pacifist |You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. | 
  
healer.1573761192.txt.gz · Last modified: 2019/11/14 12:53 by kyle