You heal, but not through the supernatural. Your knowledge of medicine/injuries/trauma allows you to assist your allies even in the midst of combat. Sometimes it is disturbing how calm you remain in the face of gruesome injury. Your outfit is most likely cluttered with tools and poultices, and there is more than enough blood that stains your clothing.
A medic can be created in a number of different ways, but one factor should remain the same: they are not a normal doctor. They draw on something that puts them above the rest, whether that be intense training in trauma relief, or that they are a direct descendant of a race of peoples created with the innate ability for medicine, or even Nanites that surround them and guide their hands during procedures.
Connection:
- Pick one other PC. This person is the only member of your party that you would ever let work on you.
- Pick one other PC. This person is skeptical of your poultices, and sees you as a bit of a snake oil salesman.
- Pick one other PC. You secretly believe that they are a hypochondriac, and you are never sure if they really need your help.
- Pick one other PC. This person’s anatomy is seemingly foreign to you, even though they may be normal. You have an unnatural difficulty working on them. All healing task difficulties when dealing with this PC are increased by one step.
Minor Effect Suggestion: The target is healed for one additional point.
Major Effect Suggestion: The target is healed for two additional points.
Tier 1: Quick Stitch (1 Intellect Point)
With a stitch up or a rub of herbal poultice, you restore 1d6 points to one stat pool of any creature. This ability is a difficulty two task of whatever pool you are attempting to heal. For example, if you chose the might pool you might be trying to set a bone, or the speed pool clotting a fast bleeding wound, or the intellect pool soothing a failing courage or alleviating a headache with the right remedy from your bag. Each time you attempt to heal the same creature, the task difficulty increases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action.
Tier 2: Search for a Cure (3 Intellect Points)
You attempt to scour for a cure for one malady (disease or poison.) This can be in the wild using herbs, or in a city at shops/apothecaries. Action.
Tier 3: Conjure Remedy
If given a week and the right tools, chemicals, and parts, you can tinker with one of your cyphers, transforming it into another cypher so long as the new cypher functions in a medical capacity. The GM and player should collaborate to ensure that the transformation is logical. Enabler.
Tier 4: Improve Health (5 intellect Points)
Once per day you may administer poultices or minor surgeries to improve the health and ability of you or any other creature. Doing so increases a stat pool of your choice by 1d6 for the day. Action.
Tier 5: Numeneran Medicine
Your expertise in medicine lends itself to an expertise in all things Numenera, relating to medicine. You can immediately identify any Cypher with a medical function, and they function at maximum level when you administer them. Enabler.
Tier 6: Perform Surgery
So long as a creature has not been dead for more than one hour, you may perform field surgery to restore them back to life with full pools. Action.
1 comments:
commentsTier 6: Perform Surgery
ReplySo long as a creature has not been dead for more than one hour, you may perform field surgery to restore them back to life with full pools. Action.
I think if the creature is "dead" then it's less of a surgery and more of an autopsy.