Healer

Absorb Ailment
Touch an ailing target and make a Knack Skill roll. On any successes, you absorb whatever is afflicting the target, taking on the Injuries, poisons, or diseases they might be suffering, and you must contend with their effects yourself. The target recovers as if they had never been affected in the first place.

Combat Medic
When you tend to an ally’s wounds in the heat of battle, once per turn remove any +1 Bruised Injury they may be suffering — including damage sustained to armor — without needing to roll. You may not make Mixed actions when utilizing this Knack.

Herd Immunity
Designate up to your Knack Skill in targets to be in your care. While under your protection, they get +2 Enhancement to all rolls to resist disease and poison, and to recover from injury which lasts as long as Herd Immunity is one of your active Knacks. Storyguide characters you protect in this way are automatically protected —that is, the Storyguide does not need to make rolls when they would be affected by disease or poison.

Instant Diagnosis
When you spend time interacting with an ailing target, you diagnose what is wrong with them, as well as any other pertinent medical information. In the event that you are diagnosing a patient suffering from a supernatural disease, this may require a Knack Skill roll, which is opposed by whomever afflicted the victim.

Internal Refinery
When exposed to a poison or dis- ease, make a Knack Skill roll. A success instantly cures yourself. By spending a point of Momentum, you then also generate one dose of a cure or antidote, which you can secrete and administer to another person. If you have the Dragon’s Fangs transformed you may instead spend Momentum to absorb the poison and inflict it via the bite attack.

Rapid Regrowth
When you attend to a wounded target — including yourself — make a Knack Skill roll. With any successes, the target ignores any Injury complications (though this does not remove the injury) until the end of the scene. At the end of the scene, they roll Athletics or Integrity (whichever is higher) + Stamina + your Healer Calling. They heal Injuries based on the number of successes achieved (so 4 would heal Maimed, 2 heals Injured, and so on).

Violent Purification
When you suffer from a disease or poison, make a Knack Skill roll with a Difficulty equal to the remaining value of the Condition or Complication. If successful, the disease or poison is violently expelled from your body in a hideous miasma. Anyone exposed to the ejection from your body must roll to resist being poisoned or diseased themselves.