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For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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The allies of the priest gain a minor benefit due to their devotion. In addition, your faith allows you to invoke any one level 1 Miracle you know once per adventure even when not under the Gaze of the Gods.
Your allies’ wounds close up soon after they open. Your party heals one body hit after each encounter for each level of this skill you possess.
The priests aura further improves, granting the following effects in addition to the existing ones, and allowing them to invoke a miracle of up to level 4 once per adventure while not under the Gaze of the Gods.
Each member of the party can call HEAL 2 on themselves once per encounter at any time they're conscious.
You are a healer and are able to use your skills to restore hitpoints. The process of healing someone can be taxing, and by default all healing abilities (abilities which allow you to call HEAL x) will WEAKEN the character they are used on until the end of the next encounter. Healing abilities will always have a number of free uses (i.e., the number of times an encounter you can use the ability before characters start getting weakened). You cannot treat an already weakened patient unless you are using one of your free uses.
Using medical abilities will also involve a number of seconds of “medical roleplay”, this essentially just means physrepping your treatment but does require using two hands and a patient who is not yourself (unless the skill states otherwise). The Memento Mundi setting supports a reasonable variety of medical practices, so long as you are physically interacting with the patient (e.g., cutting, sewing, herbs, poultices, etc), spiritual healing is the domain of priests and mages.
You may, with 10 seconds of medical roleplay, restore 1 HP to a character on 0 HP. This ability can be used as many times as necessary in an encounter without weakening the patient.
With 10 seconds of medical roleplay, you may restore up to 6HP. You may use this ability three times without weakening the patient.
This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat.
You may, with 10 seconds of medical roleplay, restore 4 HP to a character on 0 HP. You can also use this ability to restore anyone on less than 4hp to 4hp between encounters. You may use this ability as many times as necessary in an encounter without weakening the patient.
This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat.
You may, with 30 seconds of medical roleplay, fully restore a character’s HP. You may use this ability once without weakening the patient.
The amount of time it takes to use skills requiring medical roleplay is halved. If you have another ability which reduces the time it takes to use an ability then the abilities do not combine, instead use which ever time is lower.
You may use the Patch Up ability an additional 3 times without weakening the patient.
Allows for the diagnosis and treatment of minor diseases, and for the diagnosis of addictions to class C and D potions. While very minor diseases might be curable with a quick herbal preparation, serious diseases and addictions will require the “Suppress Symptom” ability.
See fighter
You gain one DODGE per encounter while wielding a shield. This may ONLY be used on behalf of an ally within swords reach of you, by calling DODGE THAT or BODYGUARD DODGE.
10 sec: HEAL 2 any one target you can see.
20 sec: A spring of fresh water bubbles up through the ground at the feet of the caster. It will remain until the caster loses the attention of the tender.
10 sec: Mass heal 1 party.
15 sec :WEAKEN an animal. If used on a non-hostile creature, this can instead be used to befriend an animal.
60 sec: All plant life within 10 metres of the caster begins to flourish towards fruition. If uninterrupted, they will reach a harvestable state within three minutes.
30 sec: Remove any mundane disease from a target.
20 sec: For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect.
10 sec: Remove WEAKEN from a target. For the rest of the encounter, that target is immune to WEAKEN.
15 sec: A small patch of plant life of the caster’s choice appears and fruits at the feet of the caster.
30 sec: Caster may call Mass Fear against bestial foes
20 sec: Heal FULL a target
Healing Wave improves to HEAL 3.
60 sec: Remove any disease or addiction from a target. A target may have only a single addiction purged this way per adventure.
60 sec: Heal FULL PARTY.
120 sec: Restore an individual who has perished in the last hour to life. Drawing on this much power instantly loses the gaze of the gods.
300 sec: Power erupts outwards from the user in colossal waves. For a mile in each direction, the land erupts in fertility, generally of a form useful to humanity (fruit groves, lush fields, bubbling springs of clean water etc.). The priest using this gradually vanishes as the power consumes them. The area affected remains permanently Stabilised.