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Re: (TFT) Re: Healing spells in TFT

You know, I never cease to be impressed with the intellect and effort that
go into your posts, David.

And yet, I never would *use* any of your stuff.

I do intend this overall as a compliment :-), but I think this is a case of
"same planet, different worlds" - you have such a different "take" on
everything that while it is brilliant, I find that I would never like or use
any of it (though I have only really resolutely disagreed with you once).

Nevertheless, your genius is admired and appreciated - pray, continue!

----- Original Message -----
From: David Michael Grouchy II <david_michael_grouchy_ii@hotmail.com>
To: <tft@brainiac.com>
Sent: Saturday, September 06, 2003 10:39 PM
Subject: Re: (TFT) Re: Healing spells in TFT

>      My contribution is below.  It's taking too long to type, and I'm
> too many typos, so consider this the first of a four part installment.
> intro is very toung in cheek :-)  Kind of like I'm reading a list of new
> house rules to my players.
>      Infection kills.  This gem of information is specifically denied to
> characters.  No body has a mocroscope.  Besides the church has been trying
> to teach cleanliness for centuries.  Even knowing they should try to stay
> clean, the average mercenary still has blood all over them by the time he
> makes it to the bar.  If that blood is the blood of some monster, there is
> no telling what kind of infectious bacteria it might contain.
>      But this is exactly what players don't want to hear from their GM in
> fantasy game.  Something quick and disposeable.  A bandage wrap, a fatigue
> point, or a potion.  "The bar tender grins, pours a strong one, and offers
> it to the character.  'Here.  This will wash the blood right off.'  He
> says."  Fantasy role players do not make their character's bathe.  They
> wholly unsanitary creatures and if they ever took their armor off they
> probably find their skin stuck to it.
>      Greg Stafford did some excellent work in Pendragon (C) Chaosium, with
> knights being attended by squires.  They took care of the cooking,
> and repairing of equipment.  And he added a wonderfull set of winter
> that made the players actually want to have years go by.  And winter was
> when people died of aging checks.  A very elegant campaign system overall.
>      I had a secret rule scribbled in my notes that if any character ever
> told me that their action was taking a bath, it would be such a cleansing
> experience that I would instantly grant that character an extra point to
> in any attribute desired.  And finally someone did use the facilities av
> ailiable at the "Tea and Bath house."  Well, the effect on the players was
> electric.  I quickly had to rule that the exp only came from the first
> of a character's life.  And further, only the first character to manage to
> do it each session would get the point.  People still forgot to wash.  I
> distinctly remember ending a session once and Merlin Scweitzer saying "I
> forgot to take a bath, #$%@."
> IQ 11
>      Medicine(T):  For 3 points of fatigue this spells allows the proper
> application of placebo treatment.  The character names the
> "treatment/broth/balm" and describes the effects the patient can expect.
> The results are determined purely by the GM based on the tone of the
> character's narrative.  This may result in unexpected/amusing results as
> power of the placebo treatment is fueld by the expectations of the
> But if it goes well the character so treated will have a +1 reaction to
> casting wizard after that.
> IQ 14
>      Strong Medicine(C):  This spell summons a medicine man from beyond
> grave to appear and heal one character.  It costs 3 fatigue to cast and
> lasts just long enough to perform a master physicker's work on the
> indicated.  It can be renewed to heal another character for 3 fatigue.
> mdicine man will not fight, and will disappear as soon as he is attacked.
> But his appearance is also ghostlike, and frightening to the unwounded.
> unwounded figure that sees the medicine man must save vs. IQ on three dice
> or run scared.  Just like a regular ghost.
> IQ 16
>      Big Medicine(S):  The caster can reverse one wound.  They must touch
> the wound, or the two parts if joining a severed limb.  Except the head.
> they can do one of the following.  Preventative check up, giving one
> two points of healing in advance for the day.  Treat emotional condition,
> temporarily suspending a disadvantage for a day.  Suspend insanity for a
> (see INSANITY below), or cure an addiction.   This spell cost 3 fatigue to
> cast.
> IQ 9
>      First Aid(1):  This language costs 1 point to learn if you are a
> or a hero.  The most basic medical knowledge.  Allows the practicioner to
> clean and bandage wounds, treat for shock, stop bleeding, and deduct one
> point of injury from every single wound.  Record a "First Aid pouch" $10
> either on the character's belt or bag.   The physicker talent includes the
> first aid language.  If a character with first Aid assists a Physicker the
> physick may treat two people simultaneously.
> IQ 10
>    Apothecary(1): Prerequisite First Aid.  The character can procure,
> preserve, and administer edicinal herbs.  They are familiar with most
> medical properties found in plants and will be able to make generic
> balms that will cure one point of injury overnight if applied directly to
> wound.  Rare or magical herbs are not known to the Apothecary until
> specifically given the information.  An Apothecary has no idea what the
> ingreediants of potions are unless told.  On a 3D vs. IQ they will know of
> the antidote to any poison a character is suffering from (see TOXICOLOGY
> below.)
> IQ 11
>      Diagnosis(1): Prerequisite First Aid.  The character can identify
> diseases ( and by extension the cure, if any), and can determine the
> of internal injuries.  In addition the character has the ability to notice
> vampirism, lycanthropy, or possession just like a physicker.  A character
> with diagnosis can give treatment advice on handling poisons, illnesses,
> wounds over long distances via messages, signals, or telepathy.  If the
> character on the other end of the communication has First Aid they may do
> full diagnosis on the patient.  Physicker automatically includes
> IQ 12
>    Physicker(2):  Detailed medical knowlege allowing the character to deal
> with any medical situation up to, but not including, cutting the patient
> (see Chirgen below).  The doctor will be able to heal 2 points from each
> wound (see WOUNDS below) directly treated if they have their chest, but
> 1 without it.  They can set bones, prescribe physical therapy, and
> the healing of a number of patients equal to their IQ.
> IQ 14
>    Chirgen(3):  Prerequisite Physicker.  Healing by cutting.  A chirgen
> restore critcal wounds that cause a character to lose use of a limb.  But
> they need to do 1D6 points of damage to do it, so the patient may have to
> heal up some first.  Roll the damage in advance, as the result of the
> Chirgen's accessment of the internal injuries or critical wound.  In the
> case of a severed limb the Chirgen must be present when it happens.  They
> have exactly seven seconds (the next turn) to be putting the severed parts
> together.  After that the tissue will have started to protect itself and
> will reject the other tissue where it used to be joined.  They may also
> implant prosthetics if they have an appropriate craft talent to make them.
> Chirgens can heal 3 points to any one, and only one, injury, and must wait
> for it to heal pefore attempting a second injury.  They are also familiar
> with various anathesia.  An interesting point worth mentioning is that
> of the oldest written laws in the world contain rulings for restitution on
> the part of medical persons to those who have been cut in treatment and
> either got worse or died.  It could be supposed that these laws both
> protected Chirgens from the wrath of the immediate family and provided a
> threshold of caution so the chirgen wouldn't become kife happy in every
> case.
> and
>                  To appear over the next few days.
>     David Michael Grouchy II
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