CthulhuTech - Character Playbook - The Healer.pdf

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HEALER KIT
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
Your healer kit has all kinds of crap in it: scissors,
rags, tape, needles, clamps, gloves, chill coils, wi-
STOCK
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 fill 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 fight you; you’re acting under fire.
• 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.
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
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 sufficent 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
find arcanotech prototypes and luxe eternal.
When you go into your infirmary 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;
• first you’ll have to get/build/fix/figure 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 infirmary first;
• 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
CREATING A HEALER
NAME
Choose.
To create a healer, choose name, look, stats, moves and gear.
LOOK
Human, Nazzadi, Xenomix or White.
Man, woman, ambiguous, transgres-
sing, or concealed.
Medical wear, casual wear plus medi-
cal, formal wear plus medical.
Kind face, strong face, rugged face,
haggard face, pretty face, or lively
face.
Quick eyes, hard eyes, caring eyes,
bright eyes, laughing eyes, or clear
eyes.
Compact body, stout body, spare
body, big body, rangy body, or sturdy
body.
GEAR
• healer kit
• 1 self defense aweapon
• savings worth 2-budget
• fashion suitable to your look, in-
cluding at your option a bulletproof
vest worth 1-armor (you detail)
Self defense weapons (choose 1):
• CS-32 Midnight Special light gun
(2-harm close loud)
• Model 1S taser gun (S-harm close
reload)
• composite combat knife (2-harm
hand)
• M6 pistol grip shotgun (3-harm
close reload messy)
• UT7 Hornet needle pistol (2-harm
close messy)
IMPROVEMENT
Whenever you roll a highlighted stat
and whenever you reset your Hx with
someone, mark an experience hex.
When you mark the 5th, improve and
erase.
Each time you improve, choose one
of the options. Check it off, you can’t
choose it again.
NAME
DESCRIPTION
HEALER MOVES
WISDOM OF YOG-SOTTOTH:
when you open yourself to the other side,
roll+sharp instead of roll+weird.
INFIRMARY:
you get an infirmary, a surgical space, a laboratory with life
support, a research lab and a crew of 2 (Shigusa & Mox, maybe). Get patients
into it and you can work on them like a arcanotechnician on a-tech (cf).
PROFESSIONAL COMPASSION:
you can choose to roll+sharp instead of
roll+Hx when you help someone who’s rolling.
BATTLEFIELD GRACE:
while you are caring for people, not fighting, you
get +1armor.
PURIFY FORM:
when you put your hands skin-to-skin on a wounded or
shocked person and open your brain to them, roll+other. On a 10+, heal 1
segment on the countdown of your choice. On a 7–9, heal 1 segment, but
you’re acting under fire from your patient’s self. On a miss: first, you don’t
heal them. Second, you’ve opened both yourself and them to the other side,
without protection or preparation. For you, and for your patient if your patient’s
a fellow player’s character, treat it as though you’ve made that move and
missed the roll. For patients belonging to the Keeper, their experience and fate
are up to the Keeper.
PEAK AT THE OTHER SIDE:
whenever someone in your care dies, you get
+1other (max +3).
STATS
Choose one set:
• Cool+1 Hard=0 Hot+1 Sharp+2 Other-1
• Cool+1 Hard+1 Hot=0 Sharp+2 Other-1
• Cool-1 Hard+1 Hot=0 Sharp+2 Other+1
• Cool+2 Hard=0 Hot-1 Sharp+2 Other-1
MOVES
You get all the basic moves. You get
two healer moves.
Hx
Everyone introduces their characters
by name, look and outlook. Take your
turn.
List the other characters’ name.
Go around again for Hx. On your turn,
choose 1, 2, or all 3:
• One of them put a hand in when it
mattered, and helped you save a life.
Tell that player Hx+2.
• One of them has been beside you
and has seen everything you’ve
seen. Tell that player Hx+2.
• One of them, you figure doomed
to self-destruction. Tell that player
Hx-1.
Tell everyone else Hx+1. You’re an
open book.
On the others’ turns:
• You try not to get too attached.
Whatever number they tell you,
give it -1 and write it next to their
character’s name.
At the end, find the character with the
highest Hx on your sheet. Ask that
player which stat is most interesting,
and highlight it. The Keeper will have
you highlight a second stat too.
COOL
Hx
HIGHLIGHT
Act under fire
HARD
HOT
HIGHLIGHT
Take by force • Go aggro
HIGHLIGHT
Seduce or manipulate
Help or interfere • Session end
SHARP
HEALER SPECIAL
If you and another character have sex, your Hx
with them on your sheet goes immediately to
+3, and they immediately get +1 to their Hx with
you on their sheet. If that brings their Hx with
you to +4, they reset it to +1 instead, as usual,
and so mark experience.
HIGHLIGHT
Read sitch • Read person
GEAR
OTHER MOVES
OTHER
HIGHLIGHT
Open to the other side
HARM
STABILIZED
IMPROVEMENT
Experience:
IMPROVE
BROKEN
-1sharp
-1hot
DISFIGURED
SHATTERED
CRIPPLED
-1hard
-1cool
SHOCK
STABILIZED
get +1sharp (max sharp+3)
get +1cool (max cool+2)
get +1hard (max hard+2)
get +1hard (max hard+2)
get +1other (max other+2)
get a new healer move
get a new healer move
get 2 jobs (detail) and
operation
get a move from another playbook
get a move from another playbook
Get +1 to any stat (max. stat+3)
Retire your character (to safety)
Create a 2nd character for you to play
Change your chararcter to a new type
Choose 3 basic moves and advance them
Advance the other 4 basic moves
BUDGET
HOLD
OBSESSED
-1sharp
-1hot
DELUDED
TERRIFIED
DETACHED
-1hard
-1cool
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