Magai
You know all the herbs, poultices, and remedies those before you taught you. You are the wise one and apothecary everyone in the village brings their problems to, sometimes on the down-low. You are the one that makes potions and cures and dispenses folksy wisdom. You are also the one fingers get pointed at when someone’s goat starts to barf green phlegm. Everyone assumes you throw curses around like confetti. It’s a largely thankless and low-paying job, but if they are smart, they know not to actually mess with you. Because curses might be grossly overstated, but they are absolutely on the menu.
Unique Conditions:
- Thaumaturgy (Sticky 5) — as per Thaumaturgy described in the magic section.
Core Stunts:
- Wise One: Gain +2 on any roll related to creating potions, Poultices, or any healing or divination-related ritual.
- Magai Wisdom: You are attuned to the Umbral and Bio aspect, and may also be attuned to one other aspect. This happens as part of your training. You can use Medical Care on conditions resulting from Curses and other mystical sources.
- Medical Care: Given time and supplies, you can treat serious injuries, allowing you to make recovery actions for others. Gain a +2 bonus to actions to make recovery actions on behalf of another character, provided you can obtain needed supplies have sufficient time to heal the injured. Your use of this stunt is much more homey and organic than how Healers ply their trade, and your supplies are much more improvised and harder to obtain (as you have no supply chain supporting you). If rushed for time, or working with inadequate supplies, you can still get the job done, but you do lose the bonus. You may attempt this stunt only once per session for a given injury.
- Know the Darkness: You have spent quite a bit of time learning about the Black Power. Gain a +2 to actions related to obtaining information about Dead Things and the Black Powers. Gain +1 to actions using Intellect or Guile to thwart or oppose Black Powers.
- Convenient Arrival: Once per session, if it isn’t impossible that you could arrive somewhere at a convenient moment, you may arrive at that convenient moment. However, that convenience is not your own, but instead must be convenient to someone at the destination whom you genuinely intend to assist in some fashion.
Optional Stunts:
- Psyche Pathology: You can use First Aid and Medical Care on conditions resulting from psychological or emotional damage.
- Augur: +1 to rolls related to rituals cast specifically for the discovery of information.
- Potions Mastery: You are a demon at your brewing bench, and gain a +2 to all rolls related to potion brewing. You gain two boxes of Thaumaturgy only usable for potions.
- Dr Do Little to Nothing: You have a way with animals. Gain +2 when performing actions involving influencing animal behavior.
- It Just Follows Me Around: You have an animal minor NPC that is fiercely loyal and has a +2 to one approach and a single Aspect. It is still just an animal though.
- Useful Pet Trick (requires: It Just Follows Me Around): Once per session you may proclaim that your animal NPC knows a new trick that the animal could reasonably have been taught to perform.
- Member of the Healer’s Guild: You can access the resources of the healer’s guild when you need to in your efforts to help people. In exchange for this, you are called in to consult on some of the more “unusual” cases. This allows your Medical Care condition to work more like the one for Healer than the one from Magai while accessing said resources. Gain the Medico condition from the Healer Mantle, and it starts marked. More conventional Guild healers will tend to have a bit of suspicion towards you and what you do. When you do access these resources they will monitor your efforts closely and skeptically. You may hereafter buy Healer Stunts as if they were from your own Mantle, as least as long as Medico remains marked. When consulting for the Healer's Guild, they pay you in Loot.
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