Healers with a strong connection to the plane of dreams.
Skills
Resuscitate
With 10s medical roleplay you may call HEAL 4 to someone on their death count.
Medical Knowledge
You may diagnose diseases and mundane poisons.
You may also come up with a treatment regimen which can cure normal potency afflictions of the body between encounters.
In downtime, you can devise a treatment regimen to cure strong afflictions of the body.
Combat Repairs
You may treat another's wounds amidst the heat of combat.
With 10s medical roleplay in combat you may call HEAL 4 on an ally.
Each ally may only be healed a number of times equal to their ranks of tough before they are weakened by this.
Doctor
You may attempt to surgically treat afflictions between encounters.
You also have a greater understanding of medical practices.
You may cure strong afflictions of the body between encounters.
You may cure severe afflictions of the body in downtime.
You can also perform autopsies to attempt to discern information from dead bodies.
Flow
Medical roleplay no longer requires your patients to stand still or to not make offensive calls.
Mind over matter
You physical form becomes a reflection of your spiritual one.
You always look like your internal self-image.
You are IMMUNE to FEAR as the mind shrugs off such weakness.
Will Supreme
You always remain conscious whilst on your death count.
It is impossible to render you unconscious by any means and you may still spend psyche to heal yourself.
Lucid dreaming
You are consciously aware of your dreams and may direct them as you wish.
You may sleep and enter the dreamlands at any time.
Also you no longer need to sleep at all.
You may guide your party across to the dreamlands with you.
You are STRENGTHENED when entering the dreamlands in this way.
Whisper of Memory
By touching a recently dead body you may attempt to talk to the recently deceased before they are borne too far away.
You have no ability to compel them to answer.
You may also bind a willing soul to you allowing it to persist in limbo as a ghost.
Such as soul may leave when they desire to.
Catch the cast-off memories
You may attempt to catch the memories shed by a recently departed soul as it moved onward.
You may specify one question to which you want the answer.
With a willing soul you are able to inherit a relevant memory.
An unwilling soul is likely to fight you and the memory is only inherited if you win a psychic combat.
The memory you obtain is at GM discretion although it must at least provide a clue to answering the question asked. A more specific question is more likely to succeed.
Knowing what you are looking for is always helpful.
Such memories are often hazy as they wither quickly after death.
Assert the Spirit's Dominion
The maladies of the flesh may be countered by attending to the spirit.
You may spend a psyche hit to call HEAL 4 on an ally you are touching or yourself.
Clear mind meditation
You may guide others in cleansing their minds of corruption allowing you to treat strong afflictions of the soul between encounters.
Gain 1 psyche hit.
As a downtime action, you may use this ability to heal others of a severe affliction of the soul.
Cleanse the Shell
Once per adventure you may attempt to treat more potent or long term conditions by driving out the cause of the malady.
This must be done on an adventure so the GM can put together an appropriate psychic combat but can attempt to cure afflictions of any potency.
Note that this requires the willing participation of the individual.
You are leading them on a journey to heal themselves rather than forcing them back to health.
Guide dreams
You may send dreams to those in the vicinity controlling to a limited degree what they see.
Dream Invasion
You may invade the dreams of a sleeping individual.
You may take any allies who have entered the dreamlands with you.
This is dangerous as within their own dreams a dreamer is nigh omnipotent.
If you are clever and subtle secrets can be gained.
Cross the Threshold
You may physically enter the dreamlands.
This is treason within the city.
You may take your party with you.
Spirit Vision
You can see souls inside things which have them.
This greatly aids with treating spiritual maladies allowing you to treat normal potency afflictions of the soul between encounters.
At GM discretion, this may allow you gauge the strength or gather information about those you meet.
Dream of past lives
You can with effort remember some of the events of your previous lives.
In addition you gain a psyche hit.
Retreat into the Dream Palace
You can when necessary retreat deep inside your own dreams, fleeing from the cares of the mundane world.
This requires 30s concentration.
After this period, call STASIS INDEFINITE.
This call lasts until at least the end of the encounter as you retreat to your dream palace.
Meditation of Serenity
Once per adventure you may guide either yourself or an ally through a series of cleansing meditations.
This takes a short rest but at the end of it one participant may regain 6 psyche.
Store Within
You may store physical objects within your Dream Palace.
You may only access these items during a short rest
You can only store items which you could otherwise carry.
Emergency retrieval
Once per encounter you may retrieve or stash an item in your dream palace instantly.
Vault of the Mind
You may store one larger object within your dream palace.
This should be roughly the size of a cart or statue.
Ownership
You may move a resource you own into your dream palace.
This allows you to access it whenever you could access your dream palace.
Circle of creation
This skill allows you to bring items into existence with will alone.
You may with 60 seconds concentration create one standard item per encounter.
These items are ephemeral, and fade at dawn or dusk.
Greater Creation
Once per adventure you may perform a greater act of creation bringing forth buildings or other large structures. This takes a short rest.
These buildings are ephemeral, and fade at dawn or dusk.
seer.1505864173.txt.gz ยท Last modified: 2017/09/19 23:36 by gm_matthew