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Surgeon: Difference between revisions

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| Key Words|| General / [[Creation#Work Units|Work Units]]
| Key Words|| General / [[Creation#Work Units|Work Units]]
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| Description || The character can, through brief handling and examination and a cost of one fluid, diagnose a living creature’s ailments, including poisons, diseases and [[Calls#Body Effects, Mind Effects and Fear|body effects]].
| Description || The character can, through brief handling and examination and a cost of one alchemical [[Alchemy#Passive Ingredients|fluid]], diagnose a living creature’s ailments, including poisons, diseases and [[Calls#Body Effects, Mind Effects and Fear|body effects]].





Revision as of 15:53, 8 September 2024

Name Surgeon
Cost 6 points
Prerequisites None
Key Words General / Work Units
Description The character can, through brief handling and examination and a cost of one alchemical fluid, diagnose a living creature’s ailments, including poisons, diseases and body effects.


They can also identify any surgical alteration or tattoo they know how to perform, along with their specific mechanical effects; on an alteration they don’t know how to perform, they can identify approximately what was done, but not the effects.

They can also, with a phys rep of suitable tools:

  • Use one bandage to heal one incapacitated location to one physical hit in 30 seconds,
  • Use one bandage and one charcoal to clean an infected or poisoned wound, or
  • Use one bandage to keep a mortally wounded character alive.


Note: The latter ability does not apply to a character who is on their death count for reasons other than mortal wounds (e.g. poisons).

With a surgeon’s bed and at a cost in materials and work units, they can also heal injuries, cleanse wounds, apply simple tattoos and create bandages, per the surgery procedures list.


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