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[BNW] Healer - tricks
Ok, I know I skipped gunners, but I can't think of any
tricks right now for them.
So onto healers... speaking of which, when I think of
healers I think of Elf Quest (the early years, back
before they got into that castle and started mucking
with time).
Ranged healing: (I know they said it was a contact
sport, and I can't think of any REAL reason why
someone would want to do a ranged healing because it's
12 rounds to do, but just gonna throw this atcha). If
the player has this trick add a +2 to the difficulty
for each inch target is from player (make it +6 if
they don't have this trick). So a target 5 inches
away (ten yards), maybe in another prison cell, gives
a +10 difficulty to a healing roll. (I had originally
invisioned a +1 per inch, which makes more sense, but
realistically, how often do you need to spend a minute
healing someone 30 feet away from you? which would
have been a +5, a real easy roll for them).
Mental health: Similar to healing diseases/poison,
this allows the healer to cure mental illnesses/brain
washing/stun/shock. Not sure what the needed number
of successes would be, but I'd estimate 3 successes
per point of mental problem (but the target will still
need to spend eps to cure prob, maybe at a lesser
ammount, no free lunches here), or less so if the
mental prob was not given during character creation.
Quickheal: Each extra success can remove a round (or
2, your call) from the time it takes to heal someone.
I know, they're all lame so far ... pretty vanillia.
Well here's one thats different.
Plastic Surgery: Yes, you heard me. The healer can
manipulate the appearance of the target. This would
be another case of needing various successes to
preform different tasks. I doubt you could easily
remove the obvious trait from someone, but a mean
healer with a captive subject could GIVE someone the
obvious trait. 'So you're a flyer? Well let's just
spend a few hours, stretch out the skin between your
hips and arms, and grow you some WINGS!'
Any other ideas?
-Munch Wolf
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