Tuesday, January 23, 2018

The Medicant

The Medicant
Fantastical Medical Doctor; Bird Enthusiast
Human; 0 XP; Novice

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Healing d6, Knowledge (Medicine) d6, Notice d6, Persuasion d4, Shooting d4, Throwing d6, Weird Science d8
Traits: Pace: 6; Parry: 5; Toughness: 6 (1 - Thick Leather Coat)
Edges: Weird Science, New Power
Hindrances: Curious, Quirk, Stubborn
Equipment: Healer's Kit, Plague Mask, Set of Clothes, Lantern, Oil (x3), Backpack, Horse

Knife x2: Str+d4; S: Can be thrown (3/6/12) / Crossbow Pistol (6/12/24): 2d4; AP: 1

Power Points per Power: 10

Implant Symbiont (Strength) (Boost Trait)
Cost: 2
Range: Touch
Duration: 3 + 1 round per Rank (1/round)

The Medicant injects a subject with a symbiont that helps boost Strength. A symbiont is an artificially manufactured microscopic creature that temporarily enlarges muscles mass. On a success, the target recipient increases their Strength by 1 step. On a raise, the target's Strength increases by 2 steps and their Wild Die increases to d8 for the purposes of pure Strength checks (such as lifting heavy objects, participating in an arm wrestling contest, and etc.)

Healing Technique (Healing)
Cost: 3
Range: Touch
Duration: Instant

The Medicant's true calling (unless they are crazy and only want to harvest body parts for experiments). Healing Technique is a combination of mundane surgery and arcane knowledge to quickly heal the body from serious injuries with little to no scarring. On a success the target is instantly healed 1 wound part, they are healed for 2 wound points on a Raise. This technique can also be used to treat diseases or poison if used within 10 minutes of contact with said malady.


-A Medicant is part doctor and part mad-scientist. In fantastical and steampunk worlds they wander across towns, typically in their leather coats and often in their plague masks. They could truly be interested in being benefactors, striving to use their powers to heal and aid mortal kind reach new potential. It is just as possible they are truly unhinged, harvesting the bodies from dead (or, even more fiendishly) living subjects for their work.

-Medicants often have the 'Curious' hindrance. They often have either the Quirk or Delusion (Minor) hindrance. To work in such a science often encourages an interesting mindset.

-Medicants can use Knowledge (Medicine) to harvest and study blood and organs. This can be used as an on-going project to learn a new Power in-game, or add a new trapping the Meidcant has not been assigned yet by the GM.

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