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TitleHealer
TagsWellness
File Size1.1 MB
Total Pages2
Document Text Contents
Page 1

HEALER KIT
Your healer kit has all kinds of crap in it: scissors,
rags, tape, needles, clamps, gloves, chill coils, wi-
pes, alcohol, injectable tourniquets & bloodslower,
instant blood packets (coffee reddener), tubes of
meatmesh, bonepins & site injectors, protable nanomedic breeder (a-tech),
chemostabs, neurostabs, biostabs, narcostabs (chillstabs) in quantity, ritual
supplies for healing magick, herbs, candles, ritual tools, and a roll of heart
jumpshock patches and a dreaming stone for when it comes to that. It�s big
enough to � ll the trunk of a car. When you use it, spend its stock; you can
spend 0�3 of its stock per use. You can resupply it for 1-budget per 2-stock, if
your circumstances let you buy medical supplies.

It begins play holding 6-stock.

If you need to patch up a portable kit, one that you could carry around your
shoulder maybe, it can contain up to 2-stocks. You have to take that stock
from your full kit.

To use it to stabilize and heal someone at 9:00 or past, either harm or shock:
roll+stock spent. On a hit, they will stabilize and heal to 6:00, but the Keeper
will choose 1 (on a 10+) or 2 (on a 7�9):
• they need to be stabilized before you can move them.
• even narcostabbed, they fi ght you; you’re acting under fi re.
• they’ll be in and out of consciousness for 24 hours.
• stabilizing them eats up your stock; spend 1-stock more.
• they’ll be out of action, for at least a week.
• they’ll need constant monitoring and care for 36 hours.
On a miss, they take 1-harm or 1-shock instead.

To use it to speed the recovery of someone at 3:00 or 6:00: don�t roll. They
choose: spend 4 days (3:00) or 1 week (6:00) blissed out on chillstabs and
neurostabs, immobile but happy, or do their time like everyone else.

To use it to revive someone who�s died or gone (at 12:00, not beyond):
roll+stock spent. On a 10+, they recover to 10:00. On a 7�9, they recover to
11:00. On a miss, you�ve done everything you can for them, and they�re still
dead or gone.

BUDGET
If you�re charging someone for your services, 1-budget is the going rate for
one successful resuscitation (plus material costs); one person brought back
from the other side (plus material costs); one week�s full around-the-clock care
(plus material costs); one month�s employment as healer on call (plus material
costs, if any).

1-budget will cover a month�s living expenses, if your tastes aren�t too grand.

As a one time expenditure, 1-budget covers the price of : one heavy hospital
bill, any weapon, gear or fashion not valuable or high-tech, reparation on an
arcanotech device, bodygard service for a week by a ronin, one year taxes to
the government, maintenance on a high-tech vehicle, such as a mech or even
an engel, bribes and fees and gifts suf� cent to get you into anyone�s presence.

For better stuff, you should make particular arrangements. You can�t just go
shopping around the archeology with a few thousand terranotes and expect to
� nd arcanotech prototypes and luxe eternal.

THE HEALER
The whole world is going down and that�s a fact. But there may be hope. We
may go through. The way you see it if it doesn�t happen in a generation or so,
we�re fucked, but there is still that hope.

You�re a doctor of body and soul, mending wounds and minds alike and using
everything you can access, from sorcery to advanced pharmacology to nano-
medic a-tech. You�re keeping that hope alive by not letting people die.

a character playbook for

ADDITIONAL RULES
HARM&SHOCK
Harm and shock before 6:00 heals automatically over time. Harm and shock
after 9:00 gets worse with time, unless stabilized. If the player marks the
segment 11:00 to 12:00, it means that the character�s dead or gone but can
still be revived. Any harm or shock past that and the character�s dead or gone
for reals.

PERIPHERAL HEALING MOVE
When you heal another player’s character’s harm or shock, you get +1Hx
with them (on your sheet) for every segment of harm you heal. If this brings
you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience. When
you heal someone, you see them more clearly.

INFIRMARY
When you go into your in� rmary and dedicate yourself to working on a person,
decide what you�re trying for and tell the Keeper. The Keeper will tell you �sure,
no problem, but…” and then 1 to 4 of the following:
• it’s going to take hours/days/weeks/months of work;
• fi rst you’ll have to get/build/fi x/fi gure out ___;
• you’re going to need ___ to help you with it;
• it’s going to cost you a fuckton of T-notes;
• the best you’ll be able to do is a crap version, weak and unreliable;
• it’s going to mean exposing yourself (plus staff&patient) to serious danger;
• you’re going to have to add ___ to your infi rmary fi rst;
• it’s going to take several/dozens/hundreds of tries;
• you’re going to have to take ___ apart to do it.

The Keeper might connect them all with �and,� or might throw in a merciful �or.�

the

HEALER

STOCK

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