The Healer

The healer can be of any background, social position, religion, and faith. The ability to heal comes from a strong empathy with others and psionic powers.
Healers frequently wander from town to village, sellingtheir services. Some eventually settle down and establish amedical practice, while others join groups of adventurers, warriors, orothers and continue to wander and explore the world; helping people along the way.

Some healers live as hermits or druids, dressing poorly and healingthe needy for a morsel of food, shelter, a night's lodgings, a few goldpieces, a favor, or for a smile (free). Others wear fine silks and smack ofwealth. These are often anarchist and evil characters who rarely performany healing service unless there is profit in it. These people tend to caterto the rich and even become members of the King's royal court or operatetheir own clinic or hospital. Typical fees per each healing touch is50 to 100, psychic diagnosis the same, psychic surgery 1000 gold ormore. Special privileges, promises, information, or an exchange of services,equipment, magic, and so on, may also be accepted in lieu of acash payment. Ultimately, it is the Healer who determines what afee will be (if any). The most self-serving will charge according to theapparent wealth and desperateness of the person seeking help.The Healer is respected and honored by most, even those who charge outrageous sums for their services.

Many people believe them to be holy men, endowed with the healingpowers from the gods; this is especially true of the canine races where aHealer can become a tribal shaman, leader or advisor. Even hostileforces of nonhumans have been known to enlist a Healer's aid, regardlessof race, or allow him to pass through their territory without anyacts of aggression directed toward him (and frequently, his companions)— they realize they may need the Healer's powers at some point,and if the person is holy, they don't want to evoke the wrath of his god.Of course, some brigands don't care who the character is and will attackand torture and kill a healer along with everybody else. Some tribes,clans and bands composed of the monster races will capture and enslavea Healer and force him into their service.

The Powers of a Healer

  1. Psionic Powers: At level one the psychic automatically has thefollowing abilities: deaden pain, exorcism, healing touch, increasedhealing, psychic diagnosis, psychic purification, psychic surgery, see aura and empathy.Additional psionic abilities: The character gets to select one additional power from either the healing or physical psionic categories foreach additional level of experience, starting at level two.
  2. I.S.P.: To determine the character's amount of Inner Strength Points, take the number of M.E.+20 as the base, roll 3D6x10, and add it to the base number. The character gets another 12 I.S.P. for each additional level of experience, starting at level one. Considered to be a master psionic.
  3. Bonuses: As a master psionic, the Psi-Healer needs to roll a 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses).+4 to save vs mind controlling drugs, potions, and magic charms, +4 tosave vs poisons and disease, +7 to save vs possession, +12% to save vscoma, and +2 to save vs horror factor.

The Healer O.C.C.

Attribute Requirements: Only psionic powers, but a high I.Q. and M.E. are strongly recommended.
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Skills:

    Medical Doctor (+25%)
    Math: Basic (+10%)
    Holistic Medicine (+20%)
    Identify Plants & Fruits (+10%)
    Preserve Food (+10%)
    Surgery (+15%)
    Research (+15%)
    Biology (+15%)
    Cook (+10%)
    Midwiving (+15%)
    Languages: Native at 98% plus 2 additional (+15%)
    Healing Abilities
    Literacy: Native Language (+20%)
    W.P.: One of choice
    Hand to hand: basic can be selected as one "other" skill, hand tohand: expert at the cost of two "other" skills, or martial arts (or assassinif an evil alignment) for the cost of three "other" skills.

O.C.C. Related Skills:Choose 6 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+5%)
    Domestic: Any
    Espionage: None
    Horsemanship: General or Exotic Only.
    Labour: Any
    Medical: Any (+25%)
    Military: None
    Naval: Any
    Performing Arts: Any
    Physical: Any
    Rogue: Any
    Science: Any (+10%)
    Scholar/Noble/Technical: Any (+10%
    Weapon Proficiencies: Any
    Wilderness: Wilderness Survival and Land Navigation only

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. oneproficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipmen: Two sets of clothing, boots, hat, belt, blanket,backpack, two medium-sized sacks, six small sacks, a water skin,small kettle, small frying pan, 2D4 vials (for herbs and potions),small pouch with six surgical knives (each does 1D4 damage if usedas a weapon), several rolls of cloth bandages, first-aid kit, food rationsfor 1D4+1 weeks, cooking utensils, a six inch (0.15 m)wooden cross, a pocket mirror, 1D4+1 wooden stakes, a small mallet,tin of snuff and a tinder box.

Armour: Starts with a suit of soft leather (A.R. 10, S.D.C. 20).

Weapons: Starts with a silver coated dagger, and two other weapons ofchoice. All are basic S.D.C. weapons of fair to good quality. Magicweapons and other equipment must be acquired later.

Money: The character starts with 300 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for services as a healer and booty. Many healers amass quite a fortune

Experiance and Combat Table:
LevelExperience
10-2,400
22,401-4,800
34,801-9,600
49,601-17,000
517,001-25,000
65,001-35,000
735,001-50,000
850,001-70,000
970,001-95,000
1095,001-135,000
11135,001-177,000
12177,001-227,000
13227,001-277,000
14277,001-327,000
15327,001-377,000

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