This is an old revision of the document!
Look, I'm going to give it to you straight: if there was one simple method for slaying abominations they'd hardly be worthy of the title. Generally I just beat on them until they stop moving and then burn what's left. I'm making all of this up as we go along.
The Helsing class presupposes the existence in your campaign world of monsters, defined as anything that is inherently and supernaturally wrong. This might mean demons and undead in a standard fantasy world or Lovecraftian cosmic horrors in a modern occult setting. Some campaigns that focus on more human antagonists might not have any “monsters” of this type at all, making this class completely useless.
| Helsing | Slay horrors. | |
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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 certain conditions and suppress injuries. |
| caret-right | Regeneration | Subjects continue healing slowly. |
| caret-right | Throw Medicine | Ranged treatment. |
| Enterprises | Healer School | |
| 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. You cannot give treatment if you have no Supply remaining. |
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| 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, 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 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: 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 last few minutes. 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. You don't have to roll a trigger die; the Supply is automatically spent. |
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| 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 the duration of the current battle (or for a few minutes when used outside of battle). |
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| Protection | plus-circleCoagulants: Your treatment immediately and automatically removes the Bleeding condition from a subject. | |
| Protection | plus-circleAntivenom: Your treatment immediately and automatically removes the Poisoned condition from a subject. | |
| Protection | plus-circleAntihistamine: Your treatment immediately and automatically removes the Choking condition from a subject. | |
| 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. plus-circleEscalating: For every 3 points of Escalation active, regeneration restores an additional 1 point of lost Endurance every round. minus-circleShort-Term: Regeneration lasts until the end of the current battle (or for a few minutes when used outside of battle). |
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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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| 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. |
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| Clinic | Injuries can be removed quickly in the settlement by spending 1 Supply per injury. This does not require any bed rest or a trigger die check. |