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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 <firstname.lastname@example.org>
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
> 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
> 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
> To appear over the next few days.
> David Michael Grouchy II
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