Blood Healer Talents

Blood Heal
Calm Rage
Empathic Heal
Exorcise Mark
Lend Health
Purge Poison
Restore Sanity
Resurrect
Revive
Suppress Wound
Treat Disease

Blood Heal

Step Number: Rank + Perception
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: No
Discipline Talent Use: Healer

This Talent is a more effective magical version of the Physician skill. The target numbers the same values as given for the Physician Skill, and Heal also takes 30 minutes, but the whole step (Rank + Perception) is added to the patient's next recovery test, rather than just the Rank.

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Calm Rage

Step Number: Rank + Charisma
Action: Yes
Skill Use: Yes
Requires Karma: No
Strain: 1
Discipline Talent Use: Healer

Calm Rage is used to suppress violent anger. The Healer speaks calmly and reasonably, suggesting that the targets try to settle their dispute without violence. If it succeeds those affected will not initiate combat, or will cease to attack if already fighting.

The Calm Rage test is made against a target number of the highest Social Defense in the group targeted, +1 for each extra person in the group. If successful, no-one in the group will initiate or continue combat for at least a number of rounds equal to the Rank of the Talent. However, this Talent does not distract or confuse those it calms. If they are attacked while under the influence of Calm Rage, they are released from its effects, and can ignore further Calm Rage attempts for an hour.

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Empathic Heal

Step Number: Rank + Willpower
Action: Yes
Skill Use: No
Requires Karma: No
Strain: 0
Discipline Talent Use: Healer

This Talent is similar to the Calvaryman talent Blood Share, as it allows the caster to transfer damage that has been taken by a patient to himself. The target number is the spell defense of the patient, which may be voluntarily lowered. If successful, the Healer may transfer damage points up to the result of the Empathic Heal test from the patient to himself.

By expending a point of Karma, the Healer may use this Talent to transfer damage to a volunteer, in the same manner as Blood Share.

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Exorcise Mark

Step Number: Rank + Willpower
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 5
Discipline Talent Use: None

This dangerous ability allows the Healer to attempt to remove a Horror Mark. If the Talent test exceeds the Spell Defense of the Horror that made the Mark, it is removed. However, in order to make the attempt the Healer must bring himself into astral contact with the Horror: unless the result of the Exorcise Mark test is Good or better, the Horror can attempt to Mark the Healer using it's usual step. This Talent may only be used once on a particular Mark per Rank of the Talent; if the Healer fails the test, he must increase the Rank of the Talent before he can make another attempt. Each use of Exorcise Mark takes 12 hours.

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Lend Health

Step Number: Rank + Toughness
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: None
Discipline Talent Use: Healer

This talent permits the Healer to give one of his recovery tests to a living patient. The patient can use the recovery test for any purpose, including those talents which require the sacrifice of a recovery test. If the recovery test is used to reduce the patient's Current Damage, then use the step of the Lend Health Talent. Other talents, potions or spells which add to a recovery test also work on the recovery tests provided by Lend Health.

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Purge Poison

Step Number: Rank + Willpower
Action: Yes
Skill Use: Yes
Requires Karma: Yes
Strain: 1
Discipline Talent Use: Healer

The Purge Poison talent allows the Healer to remove poison from a patient. If the Healer can treat the victim before the poison takes effect then the patient can use the Step Number of the Purge Poison talent rather than her Toughness step to resist the poison.

If the poison has already taken effect, the Healer can use this talent to slowly purge the poison from the patient's body. Each hour, the Healer can make one Purge Poison test against the Spell Defense of the poison. An Average success reduces the Spell Defense of the poison by 1, a Good success reduces it by 2, an Excellent success by 4, and an Extraordinary success reduces the poison's Spell Defense to zero. When the spell defense of the poison is reduced to zero, the poison has been totally removed from the patient's body, and the patient will no longer be effected by it.

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Restore Sanity

Step: Rank + Perception
Action: Yes
Skill Use: Yes
Requires Karma: No
Strain: 0
Discipline Talent Use: Healer

This ability allows the Healer to attempt to remove the effects of temporary or permanent insanity. The Healer must roll against each insanity separately. The Healer rolls versus the target's Spell Defense (which cannot be voluntarily lowered). The effect depends on the level of success:

Fumble: Drives the victim further insane. Increase the effect of the insanity one level (i.e. Temp Insanity becomes Permanent; Someone who is already permanently insane gains another Permanent Insanity). In addition, this also causes the effects of a Poor result.
Poor: The target is not calmed and will revert to their insane behavior if previously calmed. The Healer has lost the confidence of the patient and will suffer -2 Steps to the next Restore Sanity test on that patient.
Average: Calms the insane person long enough for the Healer to complete the treatment. Although outside influences can drive the person over the edge again. And cures the effects of insanities that last a number of rounds.
Good: Cures the effects of insanities that last only a few minutes.
Excellent: Cures the effects of insanities that last hours.
Extraordinary: Cures the target of a permanent insanity.

The time this ability takes to perform is based on the severity of the insanity:

Insanity Length	Treatment Time 
------------------------------
Rounds		1 Round 
Minutes		1 Min. 
Hours		1 Hour 
Permanent	1 Week * 

* The Healer must attend the patient for a minimum of 30 min. each day.

If the Healer gains at least an average result the target is quickly calmed enough for the Healer to complete the treatment. Each roll requires the base treatment time, but the Healer can make as many rolls as necessary to cure their patient. If the Healer fails to gain at least an average test the victim will revert to their insanity and act accordingly (they will revert at a random time during their treatment). The Healer can then attempt an immediate test, but a homicidal maniac might attack the Healer before this can be attempted.

Note: The Parlainth Boxed Set has some rules for driving people insane. The Screaming Fountain and some traps have an attack called Mental Assault which causes varying degrees of insanity based on a level of success vs the targets Spell Defense (Book 2: Ruins of Parlainth; pg 10-11 & 17-18). We plan on posting more optional rules on insanity later.

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Resurrect

Step Number: Rank + Perception
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: See below
Discipline Talent Use: Healer

Resurrect allows the Healer to raise the dead. The target number of the discipline is the number of days the patient has been dead (minimum of 2). The patient is immediately restored to life, with damage equal to one point less than his Death Rating. The Talent takes 8 hours to attempt, and may only be used once per day.

This talent is powerful blood magic: the Healer takes Strain equal to the number of days the patient has been dead, as well as 3 points of blood damage. This blood damage should not be healed until the patient has been alive for a year and a day: if the Healer heals this damage, or dies, before then, the resurrected patient will die within a few hours, as the magic that sustains the patients life is lost. After a year and a day of renewed life the patient no longer needs this magical support. Additionally, the patient takes 2 points of permanent blood damage, which can never heal.

Unlike the Wizard spell Journey to Life, Resurrect may be attempted anywhere.

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Revive

Step Number: Rank + Willpower
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 2
Discipline Talent Use: Healer

Like Life Check, this allows the Healer to revive someone recently dead. For each Recovery Test the Healer sacrifices, she can make one Revive test on the patient and remove that much Damage. For every five minutes that have passed since the patient died, a modifier of -1 to the step for the Revive test applies. Each use of Revive takes approximately 1 minute.

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Suppress Wound

Step Number: Rank
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 2 (see below)
Discipline Talent Use: Healer

This Talent allows a Healer to suppress the effects of a Wound using blood magic. The Healer must make a small cut on himself and touch the Wound with his own blood, taking two points of blood damage in the process. All deleterious effects of the Wound on the patient will be nullified. After the Wound heals, the Healer can then heal the blood damage without effect on the patient. If the Healer heals the damage before then, the Wound will resume it's full effect.

The Healer can only suppress a number of Wounds equal to his Rank in Suppress Wounds at any time.

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Treat Disease

Step Number: Rank + Perception
Action: Yes
Skill Use: Yes
Requires Karma: See below
Strain: None
Discipline Talent Use: Healer

Treat Disease permits the Healer to increase the rate at which a patient recovers from a disease. The Healer must attend the patient for half an hour every day. Every time the patient is entitled to a Toughness test to recover from a disease, the Healer may roll a Treat Disease test against the spell defense of the disease. Success with the Treat Disease test allows the patient to recover from the disease as if he had succeeded at the Toughness roll.

At the cost of a point of karma, a Healer may use this Talent even though the patient is not yet entitled to a toughness test against the disease. This can only be attempted once per day per patient, and only those with Treat Disease as a discipline talent, such as Healers, may do so. The karma dice is not added to the test, it merely allows it to take place.

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