Primary Attribute: ❤️Heart
Class Complexity: Simple
The doctor is a frontline healer that must strategically allocate dice to yield the greatest effect.
Roleplaying
“Physician, heal thyself.” The proverb bounced around in your mind until it finally took living form. All of your hard work seeking to understand anatomy and biology coupled with the strange elemental properties of this new world has manifested into fantastic imaginative powers. You are a doctor.
Ethos
Whenever you fulfill your character’s ethos within a gaming session, the GM may award you a Legacy Point (LP). This ethos exists in tandem with and is complementary to your character’s personal ambitions.
Choose an ethos below, or write your own.
- I heal, not harm. The Hippocratic Oath guides your every action. You seek to resolve as many conflicts as nonviolently as possible, and your main focus is caring for the health and well-being of others.
- The natural world holds the cure(s). There are new herbs, organic compounds, and therefore new medicine to discover. Exploring what this new world has to offer to your repertoire thrills you.
- True well-being comes from a healthy mind. The mind fascinates you, and you desire to help others naturally leads you to push the envelope on therapeutic techniques for those suffering from mental illness.
Mechanics
Hit Points
Doctors have a base of 10 HP.
Each time you gain a Rank, add 2 to your HP, up to 20.
Armor
Doctors can wear Light, Medium, & Heavy Armor.
Damage Dice
The Doctor primarily uses d6s as damage dice.
Skill Talents
In addition to the skill talents provided by your clan choice, choose to be talented in two other skills amongst all skills.
Path of Mastery
The path of mastery represents your character’s journey to gain mastery over his or her imaginative abilities.
Rank 1
Life Reserves
You store different imaginative energies and materials within capsules, which you can then use to aid others or yourself. Whenever you spend an ability die, if it was not spent from your Reserve Pool, you may move it into your Reserve Pool instead of exhausting it.
Using your Protocol abilities, you may spend as many dice as you choose from your Reserve Pool on any number of targets, provided they are next to you. You may also use these capsules on yourself. Dice spent from the Reserve Pool are exhausted as normal.
Regeneration Protocol
Spend a die from your Reserve Pool to heal your target for 1 HP. If the die spent was a ❤️ die, heal 2 HP instead.
Hippocratic Rebuke
You utter a sharp command, empowered by your imaginative abilities. So long as they can hear, target enemy next to you takes 1d6 psychic damage.
Place a bonus die into your Reserve Pool.
An enemy that is reduced to 0 HP from this ability is knocked unconscious.
Tranquilizing Cadence
Intone a soporific lullaby, rendering all enemies next to you Vulnerable to psychic damage.
Rank 2
Take Your Medicine Protocol
Spend a die from your Reserve Pool to deal 1 psychic damage to your target. If the die spent was a ❤️, deal 2 psychic damage instead.
An enemy that is reduced to 0 HP from this ability is knocked unconscious.
Invigorate/Enervate
Special Ranged Ability
Target ally (or yourself) immediately refreshes an ability die, or inflict Weak Grip on target enemy.
Elemental Understudy
Your commitment to healing is observed by the nature spirits of the world, and they have decided to send an envoy to serve as your assistant. Overtime, your assistant grants you unique powers.
Your assistant cannot speak (yet), but can communicate through general impressions, thoughts and feelings.
Additionally, your assistant’s lifeforce is tied to your own. It cannot venture further than “far” from you, and it cannot perform any action while you are Downed.
Choose from one of the following species:
Earth – Gnome
Your assistant is 1-2 inches tall, and looks like a tiny gnome child with a conical red hat. It has a very large beard that stretches to its feet.
Thorny Tonic (Passive)
If you deal 4 or more damage with “Take Your Medicine Protocol” to a single target, you also inflict Thorns on that target.
Air – Sylph
Your assistant looks like a slight shimmer in the air, vaguely shaped like a woman.
Shocking Tonic (Passive)
If you deal 4 or more damage with “Take Your Medicine Protocol” to a single target, you also Shock that target.
Water – Undine
Your assistant looks like a shimmering water spirit with blue skin, round eyes, gills, and fins, roughly the size of a small sardine.
Drenching Tonic (Passive)
If you deal 4 or more damage with “Take Your Medicine Protocol” to a single target, you also make that target Wet.
Fire – Salamander
Your assistant looks like a spark of flame, flickering in and out.
Burning Tonic (Passive)
If you deal 4 or more damage with “Take Your Medicine Protocol” to a single target, you also Singe that target.
Rank 3
Stern Shout
So long as they can hear, all enemies next to you takes 1d6 psychic damage.
Increase Intensity by 1.
An enemy that is reduced to 0 HP from this ability is knocked unconscious.
Post Mortem Histohologram
Ritual
This ability costs no dice.
By combining contextual clues, your medical knowledge, and your imaginative powers, you are able to create a holographic representation of what might have occurred to a deceased biological organism. The accuracy of your representation will be increased the more information you have, and if the organism was sentient (i.e. a person) you may ask them three questions, which they will answer to the best of their ability.
Nonviolent Communicator
Passive
Negotiation checks that you make against hostile or wary sentient targets suffer no penalties.
By default, most factions, including hostile ones, consider you a non-combatant. Even if your allies cannot, you may be allowed to enter into intelligent enemy settlements to administer aid, trade, or open diplomatic relations, as your GM allows.
Rank 4
Increase one of your attributes (💪, 👁️, ❤️, or 🎭) by 1.
Sterile Field
You are immune to disease and poison.
Empowerment Protocol
Instant
Spend an ability die from your Reserve Pool to modify an ability with whatever modifier is shown on that die. You can use this to modify your own ability or an ally’s ability.
Quiet in the Operating Room
So long as an opponent can hear, deal 1d6 psychic damage to an opponent and Silence them.
An enemy that is reduced to 0 HP from this ability is knocked unconscious.
Rank 5
Choose a Subclass.
Choose a Subclass Trait.
Elemental Understudy (Progression)
Your elemental spirit has grown in size and personality. You may give it a name. It can now communicate with simple words and phrases.
It gains a new ability:
Delivery
Your elemental spirit zips around, delivering your Life Supply capsules. You may now, optionally, use your Protocols as ranged abilities.
Amped Reserves
Bonus dice in your Reserve Pool can be spent twice before being exhausted.
Rank 6
Enhanced Regeneration Protocol
Passive
Whenever you heal 6 or more HP with Regeneration Protocol, cure up to one status effect (including Downed).
Refreshing Barricade
Concentration
Create a stationary barricade next to you. When you or your allies end your turn next to the barricade, you refresh an additional bonus die next turn (if one is available).
Additionally, this barricade can be used to Take Cover.
This barricade has 30 HP and can be destroyed.
Regenerating Barricade
Concentration
When you or your allies end your turn next to the barricade, they heal 2d6 HP.
Additionally, this barricade can be used to Take Cover.
This barricade has 30 HP and can be destroyed.
Repulsing Barricade
Concentration
Create a stationary barricade next to you. Enemies approaching the barricade must roll a Doom die. Those that roll Doom are Pushed.
Additionally, this barricade can be used to Take Cover.
This barricade has 30 HP and can be destroyed.
Armored Barricade
Concentration
When you or your allies end your turn next to the barricade, they gain 1 Temporary Armor.
Additionally, this barricade can be used to Take Cover.
This barricade has 30 HP and can be destroyed.
Elemental Barricade
Concentration
Create a stationary barricade next to you. Enemies that end their turn next to this barricade take 1d6 psychic damage and 1d6 damage according to your Elemental Understudy (fire for fire, earth for earth, lightning for air, cold for water).
Additionally, this barricade can be used to Take Cover.
This barricade has 30 HP and can be destroyed.
Rank 7
Increase one of your attributes (💪, 👁️, ❤️, or 🎭) by 1.
Zealous Healer
Add a bonus die to your pool at the start of each encounter.
Elemental Understudy (Progression)
Your understudy progresses further. They now have a personality and can speak complex sentences.
Earth
Green Thumb – In addition to being your understudy, your gnomish assistant maintains a garden. Every three sleeps, you are gifted an uncommon or rare Alchemical Reagent trade good.
Water
Aquatic Embrace – Your undine assistant forms a bubble of air around you whenever you are underwater. You can breathe underwater, and you can sprint while swimming without spending dice.
Air
Walk On Air – Your sylph assistant forms steps in the sky for you to walk on. Once per day, you can walk on the air as if there were a staircase that forms beneath your feet. This effect lasts for 10 minutes or until the end of a challenge.
Fire
Lava Form – Your salamander forms a living shield of fire around you. Once per day, you become immune to fire damage. This effect lasts for 10 minutes or until the end of a challenge.
Rank 8
Resurrection
Ritual
This ability costs three Rare trade goods.
Restore to perfect health a retired or dead character.
