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. | |
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caret-right | Contingent | Heal automatically when needed. |
caret-right | First Aid | Restore Vitality and revive the dead. |
caret-right | Pharmacist | Remove standard conditions. |
caret-right | Regeneration | Subjects continue healing slowly. |
caret-right | Throw Medicine | Ranged treatment. |
Enterprises | Clinic Healer School |
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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 Energy to that creature. minus-circleEndurance Only: Lost Vitality, 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. 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. |
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Protection | plus-circleNurse: 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. | |
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. |
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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. | |
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Protection | plus-circleRevive: If you give medical treatment to a subject that previously passed out due to hitting 0 Vitality, they may immediately wake up with 1 Vitality and rejoin the action. | |
Protection | plus-circleKickstart A Heart: 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-circleLingering Weakness: Subjects revived from the dead gain a random injury. 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. |
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Protection | plus-circleThe Candyman Can: You have a wide array of coagulants, painkillers, stimulants and other useful drugs. Whenever you give medical treatment to a subject, you also remove one standard condition from them automatically. minus-circleThe Candyman Can't: You cannot use this ability to remove the Grabbed condition or any elemental condition, only standard ones. |
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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 Attention, meaning that the new Energy does not get covered with a matching point of Attention. minus-circleShort-Term: Regeneration lasts until the end of the current exploration turn. |
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Protection | plus-circleChuck A Potion: You can give medical treatment to anyone within throwing range (0-10 meters) instead of only adjacent targets. | |
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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. |
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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. |
Pacifist | You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. |
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