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hospice

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The basic Hospice is a provider of low-cost Provisions, while its advanced applications expand this role into many more forms of healthcare and preservation of adventurers' lives.

Hospice Take care of yourselves.
caret-right Clinic Heal maladies.
caret-right Conditioning Save lives.
caret-right Mutatorium Reverse mutations.
caret-right Resurrectionist Bring back the dead.

Hospice

Utility plus-circleCommissary: Food and medicines of all sorts are created and sold here. Adventurers can choose to refill 2 lost points of Provisions here mid-session by spending 1 Dosh.
Utility plus-circleFree Lunch: So long as you end a day back in your base, you do not need to spend any Provisions to feed yourself that day.

minus-circleLocal Jaunts Only: If you end a day anywhere outside of your base, you have to pay all applicable daily upkeep costs as normal.

Clinic

Protection plus-circleMedical Treatment: Creatures in the base can spend Dosh to heal themselves:
- Restore all lost Flesh (1 Dosh)
- Remove one normal injury (1 Dosh)
- Cure one disease (2 Dosh)
- Surgically repair one permanent injury (5 Dosh)

minus-circleOrganics Only: Objects, machines, vehicles and creatures with the Synthetic weakness cannot use a Clinic to heal.

Conditioning

Protection plus-circleHealthy Lifestyle: Proper nutrition and exercise for base residents pays off when it counts. The first time each session an adventurer must make a death & dismemberment roll due to hitting 0 Flesh, they automatically get a result of 12 on it without actually having to roll at all.

minus-circleOnly Goes So Far: The benefits of Conditioning only apply once per session per adventurer. They come back at the beginning of the next session, however.

Mutatorium

Protection plus-circleMutation Removal: The surgeons and geneticists here can reverse an unwanted mutation for a fee of 5 Dosh, assuming you survive long enough to make it to the clinic.

Resurrectionist

Protection plus-circleRaise the Dead: Through some form of dangerous fuckery (such as blood sacrifice or plundering alternate timelines) the dead can be returned to life here. This costs a variable amount of Dosh: 5 Dosh if the subject died during the current session, 10 if they died during a previous session, 20 if they died before the campaign ever even started at all.

minus-circleMishap Check: Roll a die when bringing a subject back to see how successful you were (this is not a trigger die and thus cannot be affected by abilities that modify trigger die results):

1-4: Came back very, very wrong. The subject becomes horribly monstrous in some way, possibly in appearance but definitely in personality (referee decides the details). You're probably going to have to put them down again, if you can.
5-6: Heavy Mutation. Resurrected creature gains 3 random mutations.
7-8: Slight Mutation. Resurrected creature gains one random mutation.
9-10: Alteration. Resurrected subject changes background/coloration/race/sex/whatever (referee choice/whim). This is purely cosmetic and doesn't otherwise affect the target's basic personality/capabilities at all.
11-12: Perfect Resurrection. The subject comes back exactly as they were before. Good job buddy!
caret-right Alternative plus-circleTrue Resurrection: You can choose to always bring back a subject exactly as they were. You do not need to roll for a mishap or alteration.

minus-circleBreaks The Bank: True Resurrections cost five times what they otherwise would (25 Dosh for subjects that died during the current session, 50 Dosh for subjects that died in a previous session, 100 Dosh for subjects that died before the campaign began).
hospice.1600484462.txt.gz · Last modified: 2020/09/18 21:01 by kyle