This is an old revision of the document!
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.
Healer | Cure the injured. | |
---|---|---|
caret-right | Contingent | Heal automatically when needed. |
caret-right | First Aid | Restore Vitality and revive the dead. |
caret-right | Pharmacist | Remove certain conditions and suppress injuries. |
caret-right | Regeneration | Subjects continue healing slowly. |
caret-right | Throw Medicine | Ranged treatment. |
Enterprises | Clinic Healer School |
|
Weaknesses | Pacifist |
Protection | plus-circleTreatment: 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 Endurance to that creature. minus-circleEndurance Only: Lost Vitality, if any, is not restored. Each point of Endurance must have a corresponding point of Vitality to support it. Lost Flow is also not restored. minus-circleSupply-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. |
|
---|---|---|
Protection | plus-circleNurse: Anybody in your care (including yourself) automatically restores 1 point of lost Vitality per day of bed rest. This does not cost any Supply/Commissary Kit uses, just time. | |
Protection | plus-circleAuto-Injector: You instantly and automatically give yourself medical treatment as a free action after you take damage that removes your last Endurance, even if it is not your turn. minus-circleYou Only: Contingent healing only helps you personally. You can't contingently heal anybody else. minus-circleSupply Standard: Contingent medical treatments require and cost Supply/Commissary Kit uses at the normal rate for any medical treatments. minus-circleSequence: If the damage that removed your last Endurance also removed one or more points of Vitality, then this is resolved before the healing happens. |
|
---|---|---|
Protection | plus-circleRestore Vitality: When you give a subject medical treatment, they also regain a single point of lost Vitality. The Vitality is restored immediately before the Endurance that covers it. | |
---|---|---|
Protection | plus-circleRevive: You can give medical treatment to a recently-dead subject to bring them back to life. Doing so restores 1 Vitality to the dead subject. minus-circleRace 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. minus-circleNo Retissue: Revival requires a mostly intact body. Anybody who died in an especially messy or thorough fashion cannot be revived. minus-circleSupply 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. |
|
Protection | plus-circlePainkillers: Your treatment allows a subject to ignore the effects of any injuries. minus-circleTemporary Fix: Injuries are not removed from a subject, only temporarily suppressed. The effect lasts until the end of the current exploration turn. |
|
---|---|---|
Protection | plus-circlePsychedelics: Your treatment allows a subject to ignore the Vitality-reducing effects of any Misery points. Any lost Vitality from Misery is immediately restored. minus-circleMomentary Fix: Misery points are not removed from a subject, only momentarily suppressed. The effect lasts until the beginning of your next turn. |
|
Protection | plus-circleCoagulants: Your treatment immediately and automatically removes the Bleeding condition from a subject. | |
Protection | plus-circleAntihistamine: Your treatment immediately and automatically removes the Choking condition from a subject. | |
Protection | plus-circleAntivenom: Your treatment immediately and automatically removes the Poisoned condition from a subject. | |
Help | Bleeding creatures are quickly losing their precious bodily fluids. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
Help | Choking creatures aren't able to breathe or otherwise freely intake/vent gases. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
Help | Poisoned creatures are suffering a breakdown of internal processes caused by a foreign material. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
Protection | plus-circleResurgent Life: Anyone you treat slowly regenerates. Every round at the beginning of the subject's turn, they immediately regain 1 point of lost Endurance. This happens immediately after regaining Flow, meaning that the new Endurance does not get covered with a matching point of Flow. minus-circleShort-Term: Regeneration lasts until the end of the current exploration turn. |
|
---|---|---|
Protection | plus-circleChuck A Potion: You can give medical treatment to anyone within throwing range (0-10 meters) instead of only adjacent targets. | |
---|---|---|
Clinic | Lost points of Vitality can be restored to creatures in the settlement at a cost of 1 Supply for all lost Vitality 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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
Pacifist | You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. |
---|