Healer Knacks
Mortal Healer Knacks improve your ability to heal and help your allies with mundane medicines. Immortal Healer Knacks endow you with the power to stay death itself. Healer Knacks are driven by the concepts of purification and restoration.
Healer Knacks Master
Healer Heroic
• Combat Medic
• Combat Medic
When you tend to an ally’s wounds in the heat of battle, once per turn remove any −1 Injury they may be suffering — including damage sustained to armor — without needing to roll. You may not make Mixed actions when utilizing this Knack.
• Complete Medical History
• Complete Medical History
You can tell how old someone was when they took their first steps from the way they waltz. Spend Momentum when examining someone at a close distance. You know their entire medical history, down to minute, specific details, and may gain Enhancement equal to your Healer rank for one action targeting them by taking advantage of your incredibly intimate knowledge. Supernatural disguises or similar deception must defeat you on a Clash of Wills to avoid your scrutiny.
• Damage Conversion
• Damage Conversion
When you administer medical attention to a patient or yourself as an action, convert any Injuries one lower: Maimed becomes Injured, Injured becomes Bruised, and Bruised injuries heal completely.
• Doctor’s Kit
• Doctor’s Kit
At the start of a combat scene, roll Knack Skill. Spend the resulting successes on the following Stunts whenever a bandmate or allied character in the same range band as you takes an Injury:
- Ice Pack (1) — Remove a −1 Injury, including those sustained by armor
- Swift Bandaging (2) — Remove a −1 Injury
- Emergency Operation (4) — Remove a −4 Injury until the end of the scene
• Herbarium Rex
• Herbarium Rex
You cultivate a collection of medical plants from the World and beyond. Make a Knack skill roll the first time you encounter a disease or poison. If you succeed, you possess a cure which will instantly cure or suppress mundane maladies, and grant you your Healer rating in Enhancement to treat supernatural ills. To treat additional individuals or cases, you may have to acquire more medical supplies. If you fail, you still know how and where to find them.
• Holistic Empowerment
• Holistic Empowerment
Treating the entire body as a system to be purified and empowered, you may grant exceptional health and wellness to yourself or an ally. At the beginning of a scene or when rolling Initiative, designate a target within close range to be empowered. Make a Knack Skill roll and spend successes on the following stunts:
- Sound of Mind (1-2s): For 1 success, the target gains 9-again this scene for rolls using Mental Arena attributes. For 2 successes, the target gains 8-again instead.
- Strong of Limb (1-2s): For 1 success, the target gains 9-again this scene for rolls using Physical Arena attributes. For 2 successes, the target gains 8-again instead.
- Clear of Heart (1-2s): For 1 success, the target gains 9-again this scene for rolls using Social Arena attributes. For 2 successes, the target gains 8-again instead.
• Immediate Intervention
• Immediate Intervention
The first time a character suffers an Injury Condition in a scene, you may immediately heal it. You may heal additional characters by spending Momentum for each, but no character may benefit from this Knack more than once a scene.
• Immunization Booster
• Immunization Booster
Designate up to your Knack Skill in targets to be under your care. While under your protection, they get +2 Enhancement to all rolls to resist disease and poison, and to recover from injuries. 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
• Instant Diagnosis
When you spend time interacting with an ailing target, you diagnose what is wrong with him, as well as any other pertinent medical information. In the event that she is diagnosing a patient suffering from a supernatural disease, this may require a Knack Skill roll, which is opposed by whomever afflicted the victim.
• Lay Down Your Troubles
• Lay Down Your Troubles
When you perform for someone, you gain access to the following stunt:
- Catharsis (3s): After your performance, the target resolves emotional Conditions with total Complications or difficulty penalties equal to your Healer rating. This can also affect curses from characters of your Tier or below; against those of higher Tiers, you instead cause the curse to recede for the scene.
• Medically Induced
• Medically Induced
With a Standard Action, you may place an individual into a state of suspended animation. If the individual isn’t already Taken Out, they must be willing to enter the state. This state is maintained indefinitely, but this requires that a Scion with this Knack tend to the individual one day per year. Rather than waiting, a character of equal or greater Tier to the character who used this Knack may rouse someone from their coma with the Medicine skill. While in this coma, an individual is immune to age and disease and doesn’t require food, water, or air. They may heal normally. As an additional perk, you receive a +1 Enhancement to treat anyone who is unconscious, sleeping, or suffering from any form of sleep disorder.
• Protect Doc
• Protect Doc
In conflicts all over the World, medical professionals rush in to give aid to the wounded. During an action scene, make a Knack Skill roll. If you succeed, an SGC of the Storyguide’s choice makes your safety their priority while you’re rendering medical aid. The character defends you until they lose a number of Health boxes equal to your successes rolled +1. If you take an offensive action, you can disengage and spend 1 Momentum to use this Knack a second time in the same scene.
• Spread Disease
• Spread Disease
When dealing with a patient who has a disease, you can increase the Complication from the disease by a number of points equal to your Knack Skill, or you may designate a number of nearby targets equal to your Knack Skill who also contract the disease at the original Complication rating
• Surgeon with the Hands of God
• Surgeon with the Hands of God
Halve the time you need to undertake any kind of medical procedure (such as surgery). You never face any increased Difficulty to treat a critically ill or injured patient.
• The Bare Minimum
• The Bare Minimum
You are always able to safely tend to someone’s wounds even if you have no sanitary medical tools available. Even if all you have are twigs and dirt, you’ll be able to perform surgery at no increased Difficulty and at no risk to your patient.
Healer Immortal
•• Breath of Life
•• Breath of Life
If you touch a target within three minutes of their death, you can spend a point of Legend and bring them back to life with all Injuries filled. Any longer than three minutes and the target cannot be revived.
•• Cleanse the Land
•• Cleanse the Land
You are able to heal the environment itself, out to Long Range. You fix damage to structures or flora and remove any pollutants or contagions found in the area or its wildlife. This can also be used to add or remove up to three points of Enhancements or Complications to the field. Supernatural blights require a Clash of Wills.
•• Disaster Relief
•• Disaster Relief
Imbue for Scale when attempting to halt the loss of life after a massive violent event, such as a battle or a natural disaster.
•• Excision
•• Excision
You cut out illness, root and branch. When you successfully treat someone for a specific disease or condition, you may spend Momentum to perfectly treat anyone else suffering from the same malady for the rest of the episode. When solving problems with this Calling in Divine Rule, gain an additional point of effect.
•• Healer of Souls
•• Healer of Souls
Imbue for Scale when attempting to heal the hearts of an entire group or culture. This might mean setting aside past prejudices, or moving forward after a national tragedy, or inspiring the hope needed to survive an ongoing crisis.
•• Herbarium Imperator
•• Herbarium Imperator
You cultivate medical plants and substances of singular quality. Once per session, you may use your superlative stock to make a Knack skill roll. On a success, do any of the following, extra successes al lowing you to affect the same target with different effects.
- Instantly cure a target of all mundane diseases, poisons, and ailments.
- Instantly cure a target of one supernatural disease, poison, or curse.
- Instantly cure a target of any number of -0 or -1 injuries, or a single more serious wound.
You may spend momentum to use this power ad- ditional times, but never for the same effect, in a single
session.•• Immortal Instruction
•• Immortal Instruction
When you task someone else to provide care to a patient in your absence, they treat patients as if you were providing care, including from any other relevant Knacks. You may empower up to your Knack Skill in assistants this way.
•• Internal Refinery
•• Internal Refinery
When exposed to a poison or disease, 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.
•• Living Ends
•• Living Ends
Designate a target to be under extreme care. While under your care, they can take an additional number of -2 injuries equal to your Healer rating, and cannot be killed save by the direct efforts of higher-tier characters than you. When they heal, they may treat -2 injuries as -1 injuries.
•• Time, A Scalpel
Your Procedural rolls always have the following Stunts available.
- Ongoing Care (variable): Spend successes equal to the penalty of an Injury affecting a character you are treating to immediately heal that injury.
- Healing Presence (1): The target gains your Healer rating in Enhancement for any rolls to recover from or resist disease and poison
•• Operating Theater
•• Operating Theater
You establish a place of healing and wellness, from which recovery and knowledge of life and death flow. Imbue Legend to consecrate a place of healing and medicine; those practicing medicine there benefit from additional scope Scale when treating large numbers of patients. If there’s a common source of injury or illness among the patients, you automatically recognize this and gain the same Scale when attempting to determine the root cause. This may create a Realm Condition (p. 67) that reduces the cost for Death, Fertility, or Health Divine Rule actions taken through it by 1.
•• Panacea
•• Panacea
When you work to cure a disease or fight an illness on a large Scale (curing cancer, stopping a God-driven plague), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Plague Bearer
•• Plague Bearer
Spend a Momentum to inflict a mythic plague upon an area, affecting everyone within it. The disease’s Complication is equal to your Healer Knack Skill. You can spend an additional Momentum to exclude specific people from the plague’s effect. The disease is not supernatural in nature and can be cured through normal means.
•• Reconstruction
•• Reconstruction
Once per day, make a Knack Skill roll. If any successes are achieved, remove any one Condition a target may face that is not necessarily an illness or ailment. Examples include ending a character’s blindness, restoring a limb with a perfect prosthetic, and ending paralysis or PTSD. You may cure additional ailments by spending 1 Momentum each. As an additional effect, which does not cost Momentum, at the beginning of the session you have the option to reassign your Attribute dots in any order as long as they remain within the same original categories. You cannot move Resistance dots into Power dots, for example.
•• Remember Them
•• Remember Them
With a touch, you are able to restore anyone’s lost memories, from dementia patients to Underworld Shades. The permanence of this effect is up to you. Memories specifically stolen or occluded require a Clash of Wills.
•• That Which Was Broken
•• That Which Was Broken
If you are rebuilding something that was once destroyed, you may add your Healer dots as an Enhancement to all rolls in the complex crafting action.
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