Does have magic shield
Can use small weapons only (blunts or sharps)
Cannot use shields
Fur or Leather armour only
Can use bows / throwing weapons / crossbows (subject to passing a safety test beforehand by a ref)
Herbs cost gold from GC (but not much) Surgery tools / bandages / props brought with you are free to use. Not using props of any kind means the healing fails (Unless performed by Magic)
Healing – Hit Points per time (they can perform all the types of healing techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips, surgery tools etc)
Example of healing: Murt heals aserf 3 HP using surgery skill (she must roleplay using tools), however aserf still has 7 lost wounds so Murt then heals aserf another 3 HP using herb technique (this costs 1 herb rip), But Murt has run out of herb rips so decides to do surgery again to restore another 3 HP. This leaves aserf on Max HP (except one point) and so Murt decides to instantly heal aserf using the instant magic heal method (costing 2 spell rips) - make sense?
Healers can take 7 Magic Items into a game.
There is no limit to the number of Magic Items a character can own, but taking more than the designated number into a game may well result in one or more Magic Items exploding, damaging the character.
Different types of healing available to the healer (at varying costs)
Healing – (using surgery)
The Healer roleplays their surgical talent over the wound for 3 minutes and the Healer heals the injury for XYZ Hit Points (costs nothing, but props must be roleplayed with) If the surgery or healer performing the surgery is interrupted in any way (included the healer talking or being hit by a weapon or magic), then the healing fails. ( Surgery must be initiated for another 3 mins in order to work)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Healing – (using herbs)
The Healer roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered XYZ Hit Points are recovered. (costs 1 herb rip regardless of number of HP restored, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Healing – (using bandages)
The Healer roleplays laying bandages over the wound and the Healer heals the injury for XYZ Hit Points after 30 mins of the bandage being put on (costs nothing, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)
Potions, bandages and other healing will not work on a corpse (someone on Zero points), only resurrect can bring back someone on zero points!
Healing INSTANTLY – (using magic)
The Healer roleplays faith healing over the wound and the Healer (instantly) heals the injury for XYZ Hit Points. Call “By the power of my skill I instantly heal XYZ wounds” (costs 2 spell rips). This is different from all other magical healers as it is instant for the healer class, but costs 2 rips.
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Healing (non - instantly) – (using magic)
The Healer roleplays faith healing over the wound for 30 seconds and the Healer heals the injury for XYZ Hit Points. Call “By the power of my skill I heal XYZ wounds” (costs 1 spell rip). This is different from Instant healing.
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Healer level 1
3 Global Hit points
Healing – 3 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 1 point (costs 1 rip). Call “By the power of the fallen shield level 1”
Healers receive 2 spell rips a day
Healer level 2
3 Global Hit points
Healing – 4 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 1 point (costs 1 rip). Call “By the power of the fallen shield level 1”
Healers receive 3 spell rips a day
Healer level 3
3 Global Hit points
Healing – 5 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 2 point (costs 1 rip). Call “By the power of the fallen shield level 2”
Healers receive 3 spell rips a day
Immune to fear level 1 if they are treating a patient when the fear is called (unless it is the patient who is calling it then they run like chickens) – Call “No effect”
Poison / potion Reduction- Potions or poisons last only half the time remaining if Healer gets involved with healing an affected patient (ie if they start treating a patient they will instantly recognize the symptoms and start to reduce the poisons effects)– only works on timed poisons / potions – instant ones are not affected at this level.
Healer level 4
4 Global Hit points
Healing – 6 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 3 points (costs 1 rip). Call “By the power of the fallen shield level 3”
Healers receive 4 spell rips a day
Immune to fear level 1or 2 if they are treating a patient when the fear is called (unless it is the patient who is calling it then they run like chickens) – Call “No effect”
Poison / potion Reduction- Potions or poisons last only half the time remaining if Healer gets involved with healing an affected patient (ie if they start treating a patient they will instantly recognize the symptoms and start to reduce the poisons effects)– only works on timed poisons / potions – instant ones are not affected at this level.
Repel to undead if treat them - The Healer using their healing skills and touching the undead will instantly repel the undead who is struck with pain and cannot use any skills. It will run away in fear 10 meters to recover and cannot enter the area for 3 mins. (Costs 1 healing method cost – eg a herb or a bandage or a bit of sewing kit or 2 spell rips) (Undead include Zombies, Skeletons, Ghouls,Vampires, Were-things) (Re-use of a bandage / sewing kit will result in nasty things for the user)
Healer level 5
4 Global Hit points
Healing – 7 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 3 points (costs 1 rip). Call “By the power of the fallen shield level 3”
Healers receive 5 spell rips a day
Immune to fear level 1to 3 if they are treating a patient when the fear is called (unless it is the patient who is calling it then they run like chickens) – Call “No effect”
Poison / potion Reduction- Potions or poisons last only half the time remaining if Healer gets involved with healing an affected patient (ie if they start treating a patient they will instantly recognize the symptoms and start to reduce the poisons effects)– only works on timed poisons / potions – instant ones are not affected at this level.
Repair their own armour only (fur or leather)
Neutralize poisons – A healer on discovering a poison (taste, smell or symptom of a patient etc) can instantly neutralize it by casting a spell over it. Call “the power of the fallen I neutralize the poison within this … body, bottle etc” (costs 2 rips) If a bottle is neutralized someone who previously drank it will still be infected and vise versa
Repel to undead if treat them - The Healer using their healing skills and touching the undead will instantly repel the undead who is struck with pain and cannot use any skills. It will run away in fear 10 meters to recover and cannot enter the area for 3 mins. (Costs 1 healing method cost – eg a herb or a bandage or a bit of sewing kit or 2 spell rips) (Undead include Zombies, Skeletons, Ghouls,Vampires, Were-things) (Re-use of a bandage / sewing kit will result in nasty things for the user)
Resurrect – The Healer using their skills over a recent dead body (within last 3 minutes) resurrects the patient – this takes 3 minutes of roleplay. The body is restored to life with 1 hit point. Useable once per day (Costs 3 rips)
Healer level 6
5 Global Hit points
Healing –8 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 4 points (costs 1 rip). Call “By the power of the fallen shield level 4”
Healers receive 6 spell rips a day
Immune to fear level 1to 3 and terror level 1 if they are treating a patient when the fear / terror is called (unless it is the patient who is calling it then they run like chickens) – Call “No effect”
Poison / potion Reduction- Potions or poisons last only half the time remaining if Healer gets involved with healing an affected patient (ie if they start treating a patient they will instantly recognize the symptoms and start to reduce the poisons effects)– only works on timed poisons / potions – instant ones are not affected at this level.
Repair their own armour only (fur or leather)
Neutralize poisons – A healer on discovering a poison (taste, smell or symptom of a patient etc) can instantly neutralize it by casting a spell over it. Call “the power of the fallen I neutralize the poison within this … body, bottle etc” (costs 2 rips) If a bottle is neutralized someone who previously drank it will still be infected and vise versa
Repel to undead if treat them - The Healer using their healing skills and touching the undead will instantly repel the undead who is struck with pain and cannot use any skills. It will run away in fear 10 meters to recover and cannot enter the area for 3 mins. (Costs 1 healing method cost – eg a herb or a bandage or a bit of sewing kit or 2 spell rips) (Undead include Zombies, Skeletons, Ghouls,Vampires, Were-things) (Re-use of a bandage / sewing kit will result in nasty things for the user)
Resurrect – The Healer using their skills over a recent dead body (within last 5 minutes) resurrects the patient – this takes 3 minutes of roleplay. The body is restored to life with 1 hit point. Useable once per day (Costs 3 rips)
Healer level 7
5 Global Hit points
Healing – 9 Hit Points per time (they can perform all the types of healing, see introduction to The Healer for techniques) There is no limit to the number of heals a Healer can do (as long as they have the reagents to do so - spell rips, herb rips etc)
Magic Shield – Reduces magical damage by 4 points (costs 1 rip). Call “By the power of the fallen shield level 4”
Healers receive 7 spell rips a day
Immune to fear level 1to 3 and terror level 1 or 2 if they are treating a patient when the fear / terror is called (unless it is the patient who is calling it then they run like chickens) – Call “No effect”
Poison / potion Reduction- Potions or poisons last only half the time remaining if Healer gets involved with healing an affected patient (ie if they start treating a patient they will instantly recognize the symptoms and start to reduce the poisons effects)– only works on timed poisons / potions – instant ones are not affected at this level.
Repair their own armour only (fur or leather)
Neutralize poisons – A healer on discovering a poison (taste, smell or symptom of a patient etc) can instantly neutralize it by casting a spell over it. Call “the power of the fallen I neutralize the poison within this … body, bottle etc” (costs 2 rips) If a bottle is neutralized someone who previously drank it will still be infected and vise versa
Repel to undead if treat them - The Healer using their healing skills and touching the undead will instantly repel the undead who is struck with pain and cannot use any skills. It will run away in fear 10 meters to recover and cannot enter the area for 3 mins. (Costs 1 healing method cost – eg a herb or a bandage or a bit of sewing kit or 2 spell rips) (Undead include Zombies, Skeletons, Ghouls,Vampires, Were-things) (Re-use of a bandage / sewing kit will result in nasty things for the user)
Repel to Demons if treat them - The Healer using their healing skills and touching the Demon will instantly repel the Demon who is struck with pain and cannot use any skills. It will run away in fear 10 meters to recover and cannot enter the area for 3 mins. (Costs 1 healing method cost – eg a herb or a bandage or a bit of sewing kit or 2 spell rips) (Only low level Demons) (Re-use of a bandage / sewing kit will result in nasty things for the user)
Resurrect – The Healer using their skills over a recent dead body (within last 10 minutes) resurrects the patient – this takes 3 minutes of roleplay. The body is restored to life with 1 hit point. Useable once per day (Costs 3 rips)