A CUSTOM EARTHDAWN DISCIPLINE
[kahy-rur-juh n / SURGEON]
(Healer; Replaces, or Supplements, the Nethermancer)
A BIT OF HISTORY
      To make this as short and sweet as possible -and I already know there are many who disagree with me on this subject, but this is how I deal with it-, evil is as evil does, and Nethermancer's are evil.  Monsters, even those who are only in the process of becoming monsters, should not be played as PCs in role-playing games -which explains my forthright hatred for all White Wolf games-, they should be hunted and put-down as they move through the world and slaughter others for their own evil benefit.  To be honest, I never understood the use of this Discipline in the Earthdawn world, considering the way Nethermantic magic is written to work, and what Nethermancer's turn into, over time, as they continue to use these powers; the Discipline is incongruous with the purpose of the game, the history and setting.  After all, if regular Adepts are looked on with suspicion everywhere they go, until they display possession of an Artisan Skill, imagine that a Nethermancer would be looked on as a Horror, or some manner of minion of the dark powers, and perhaps run out of town as quickly as possible.  Thus, I provide the Chirurgeon Discipline (something of a physician or medic for the party, in replacement of any Nethermancer; I do not allow players to run Nethermancers in my games)...



Game Information
      Close to a century before the Scourge began, suspicion of Nethermancers increased, that they were mainly responsible, among the magic community, of using the strength of magic for selfish ends which was, in turn, bringing about the Scourge.  Many even suggested the Nethermancers desired to live among the coming Horrors, and nothing any Nethermancer said or did to fight these perceptions made a difference.  From those regions the Nethermancers decided to flee, to allow the foolish and uneducated to remain in their own ignorance, to suffer their own voided imaginations and the consequences that would surely come.

      The result of these consequences were the deaths of hundreds from a small plague, dozens from a cave-in of a Kaer under construction, and other incidents.  Magick did work, at this point, to fill the void the Nethermancers had left behind, and those Physicians either living in the regions, or who immigrated, were brought together to forebear this magick, combining their abilities and shaping the pattern of the magick that was to become the Discipline of Surgeon.  The name, however, could not be Surgeon, or Physician, because the magick of the Discipline might connote to those not deserving or prepared for the Discipline.  Chirurgeon, however, was a term of ancient use, before the word Surgeon was gleaned from it, and would be of special use from now on.

Important Attributes: Perception, Toughness, and Willpower

Racial Restrictions: Obsidimen and Trolls

Karma Ritual: (As yet unwritten)

Artisan Skills: Body Painting, Stone Sculpting, or Tattoo Artist
CHIRURGEON ABILITIES
D Indicates a Discipline talent

        INITIATE       
Talent Options: Anticipate Blow

First Circle
Talents: Blood ShareD, Book MemoryD, Evidence AnalysisD, Minor HealingD, Karma Ritual

        NOVICE       
Talent Options: Astral Sight, Avoid Blow, Heartening Laugh

Second Circle
Talents: Book RecallD, Durability (5/4)

Third Circle
Talents: Stitch-a-WoundD

Fourth Circle
Recovery: The Adept gains one additional Recovery Test/Day.
Talents: Thread Weaving (Life Weaving)D

      JOURNEYMAN      
Talent Options: Engaging Banter, Frighten Animals, Temperature

Fifth Circle
Defense: The Adept may add +1 to Physical Defense.
Talents: Graceful ExitD, Ritual of the GhostmasterD

Sixth Circle
Karma: The Adept may spend Karma on Toughness Tests.
Talents: LifesightD
Seventh Circle
Initiative: The Adept may add +1 Step to Initiative.
Talents: Abate CurseD, Cold PurifyD
Eighth Circle
Defense: The Adept may add +2 to Social Defense.
Talents: Enduring ArtD, Sense PoisonD
        WARDEN       
Talent Options: Haggle, Melee Weapons, Speak Language, True Sight

Ninth Circle
Durability: The Adept may add (+2/+1) to their Durability.
Karma: The Adept may spend Karma on Recovery Tests.
Talents: Heal Blood MagicD, ResurrectD

Tenth Circle
Karma: The Adept may spend Karma on Perception Tests.
Recovery: The Adept gains one additional Recovery Test/Day.
Talents: Astral Pocket

Eleventh Circle
Defense: The Adept may add +2 to Spell Defense.
Talents: Unshakable Earth

Twelfth Circle
Initiative: The Adept may add +1 Step to Initiative.
Karma: The Adept may spend Karma on Healing Effects.
Talents: Heal Animal ServantD

        MASTER       
Talent Options: Detect Influence, First Ring of Perfection, Read and Write Language, Read and Write Magic, Remove Horror Mark, Second Chance

Thirteenth Circle
Ability: By taking 3 permanent Damage Points (which may not be healed by use of the Heal Blood Magic Talent, nor that go away in one-year-and-one-day), the Adept gains the Physician, Heal Thyself.
Karma: The Adepts Maximum Karma in increased by +25.
Talents: Talent Pattern

Fourteenth Circle
Defense: The Adept may add +1 to Physical Defense.
Karma: The Adept may spend Karma on Willpower Tests.
Recovery: The Adept gains one additional Recovery Test/Day.

Fifteenth Circle
Initiative: The Adept may add +1 Step to Initiative.
Talents: Vitality
Ability: By taking 5 permanent Damage Points, the Adept gains the Dragon Heal.


Half-Magic
      (As yet unwritten)

Specialists
      (As yet unwritten)

Role-Playing Hints
      (As yet unwritten)

Possible Discipline Violations
      (As yet unwritten)

Rituals of Advancement
      Recruitment: (As yet unwritten)

      Novice (2 - 4): (As yet unwritten)

      Journeyman (5 - 8): (As yet unwritten)

      Warden (9 - 12): (As yet unwritten)

      Ghost Master Ritual: (As yet unwritten)

Possible Discipline Combinations
      (As yet unwritten)



New Talents

Dragon Heal
Step Number: Rank + Willpower
Action: Yes // Requires Karma: No // Strain: see text

      All Magical Damage and Wounds suffered during an altercation may be removed, burned from a Character after the altercation is completed.  Magical Damage and Wounds are suffered from spells, items, weapons, and the natural weapons of creatures, monsters, Horror Constructs, Horrors, and Dragons.  All Wounds become non-magical and remain on the target Character; all Damage becomes non-magical and one-half remains on the target Character.  From there, these Wounds and/or Damage heal normally.

      The Chirurgeon suffers the remaining half of any non-magical Damage just converted, though no Wounds, and no Willpower Test is allowed to resist it.  Further, the Adept will be required to take rest for a full week -a minimum of eight hours of sleep plus eight hours 'light duty' per 24-hour period- for each Character healed in this manner.  Light duty means the Character may continue to move along with their party and perform basic healing Talents, but must remain in a rest state otherwise; any combat or strenuous activity during this time resets the amount of time required to heal.  If a Character breaks their required rest more than three times in a single week, they take a Wound, as if caught in a fight.  This continues until the Character rests for a full week, and any Wound(s) accrued cannot be healed until the rest-week is completed.

Heal Blood Magic
Step Number: Rank + Toughness // Discipline: Chirurgeon
Action: Yes // Requires Karma: Yes // Strain: see text

      The Adept is able to remove most Blood Magic acquired on themselves and others, but not all; the damage acquired from Adept Abilities, and other permanent abilities, curses, and causes, is not affected by the use of this Talent.  With the healing of the Blood Magic Damage comes the removal of whatever caused it in the first place; for example, a Character using Blood Knuckles, who desires to be rid of them, could be healed of the 2 permanent damage points (aka Blood Magic Damage), though a Weaponsmith would be required to remove the Blood Knuckles, first.  This rule applies to whatever Blood Magic item(s) a Character would like to get rid of.  The process of removing the Blood Magic Damage is taxing on both the Chirurgeon and the target; the common strain damage to each is Step 10 - Patient's Toughness Step, and natural Defenses and Armor do not reduce this damage.

Minor Healing
Step Number: (Rank + 1) + Target's Recovery Test Step // Discipline: Chirurgeon
Action: Yes // Requires Karma: No // Strain: see text

      The Chirurgeon is able to heal other Characters, even during combat, allowing the affected Character's Player to roll a free Recovery Test at their Toughness Step + 1 + the Adept's Rank in Minor Healing.  A target Character may only be affected by this Talent once per hour, for each Character the Adept sees fit to affect; ie - Three Characters in the party may each be affected by this Talent one time per hour, including the Chirurgeon.  Out of combat, the Adept suffers one strain for each use of Minor Healing.  In combat, if the Chirurgeon has a lower Toughness Step than the target of Minor Healing, they suffer a minimum Step Damage of Strain for the difference between the target's Toughness Step and their own, with a minimum of 3 Steps (d4); ie - the Chirurgeon has a TOU Step of 5 and the target has a TOU Step of 7, and so the Chirurgeon suffers d4 (exploding) damage for the healing.  Alternately, if the Chirurgeon Adept's TOU Step is higher than the target's TOU Step, the healer suffers only 1 point of strain, as though being out of combat.

Physician, Heal Thyself (PHT)
Step Number: Rank + Willpower
Action: No // Requires Karma: No // Strain: 0

      The Chirurgeon is able to take non-sleep rest time -note, they MUST continue to sleep as part of their normal rest, a minimum of 6-hours per 24-hour period- to go into a meditative state.  This meditative state must last a minimum of six-hours, with an applied bonus of +2 for the Physician, Heal Thyself roll for each of the sixth and seventh hours.  At the end of the meditative time, the Chirurgeon makes a Talent Test (PHT) vs. their own Spell Defense.  Each point of difference between the successful roll and the Character's Spell Defense heals one point of damage, regardless of source except for Blood Magic -lest they lose the benefit of the items that gave them the Blood Magic Damage in the first place.  Additionally, the Chirurgeon may heal a Wound if they make a Hard success or better on the success table.  If a Wound or Damage are non-magical, any rest time required by the Chirurgeon may be reduced, in accordance with the success level achieved.  A Hard success reduces the time by one-third, Very Hard by two-thirds, and a Heroic success reduces the time to nothing.  This may be used to reduce the time required to recover from use of the Dragon Heal Talent.

Remove Horror Mark
Step Number: Rank + Willpower
Action: Ritual // Requires Karma: Yes // Strain: see text

      The Adept is able to remove a Horror Mark from the target; the target number is the Horror Mark Step of the Horror who marked the target.  The Adept must know for certain the Horror Mark is attached to the target's pattern by making an Astral Sight Test against the Horror's Horror Mark Step.

      The Chirurgeon has a chance of taking extraordinary damage, dependant on the success of the removal.  An Average success means the Chirurgeon takes damage equal to the Horror's Horror Mark Step minus their Social Defense rating (as a Step).  A Hard success gives the Chirurgeon an amount of damage equal to one-half the Horror's Horror Mark Step minus their Social Defense rating (as a Step), with a minimum damage Step of 3.  A Very Hard success means the Chirurgeon came away unharmed, except for not being able to travel before resting a full eight hours.  A Heroic success means the Chirurgeon was able to remove the Horror Mark without alerting the Horror (tee-hee), though rest remains a requirement before continued travel.

      Notice the Action in the header of this Talent expresses it is a Ritual; Remove Horror Mark must be performed no earlier than dusk, once the sun is known to have left the ground (this is to be estimated on cloudy days), and the ritual takes a minimum of eight hours to perform, minus one hour per level of success above Average.

      Even with removal of the Mark completed, if the Horror is alerted, it may well come after the originally Marked Character first, followed by the Chirurgeon. Removing Marks is forbidden in population centers aware of the abilities of Chirurgeon's, on pain of death.

Resurrect
Step Number: Rank + AVG(Strength + Willpower) // Discipline: Chirurgeon
Action: Yes // Requires Karma: Yes // Strain: 0/see text

      The Chirurgeon Adept is able to bring a Character back from the dead, as long as the dead Character has not suffered a Wound (they must have passed as a result of strain and number damage, no wounds) and the Talent is used within ten minutes of the target's death.  The target may have reached their Unconsciousness Rating, gone unconscious, and then bled out, but may not have taken a single Wound, or have a single Wound on them from an earlier altercation.  The difficulty of the Resurrect Talent is equal to the target's Physical Defense +1 per point of damage taken beyond 0 of the Death Rating.  A successful use of this Talent restores the target Character to life, with 1 point available in their Death Rating.  The average time required to use the Resurrect Talent is ten minutes, though if its begun within ten minutes of the target's death, may extend the time requirement per GMs discretion, to aid in successful completion of the Talent.

      (NOTE: The Talent Stitch-a-Wound may be attempted on a 'dead' Character, as detailed in that Talent's description.)

Stitch-a-Wound
Step Number: Rank + Willpower // Discipline: Chirurgeon
Action: Yes // Requires Karma: Yes // Strain: see text

      Two uses of this Talent are available; the common use of treating battlefield Wounds magically, and the higher use, which is to treat Wounds for the sake of following up with the Resurrect Talent.  Stitch-a-Wound does not work on magical Wounds (from spells, items, weapons, and the natural weapons of creatures, monsters, Horror Constructs, Horrors, and Dragons) suffered by a still-living Name-Giver being treated, though it does still work on 'dead' Name-Givers.

      The first, most common use involves healing the battlefield wounds of still-living Name-Giver companions, to reduce their impairments when using Talents and Skills.  The difficulty of using the Stitch-a-Wound Talent is equal to the target's Physical Defense +1 per 5 points of damage taken in the previous combat; this Talent may not be used during combat.  As long as a Character is living, the number of Wounds they have received does not matter, though the effect on the Chirurgeon will be noticeable dependant on how much they attempt to take on themselves.  The Adept may repair the first Wound on a Hard success, the second on a Very Hard success, a third on a Heroic success, and another Wound for every appropriate success level increment beyond that point.

      For each Wound stitched by the Adept, they must make a Willpower Test against their own Spell Defense.  If the Test fails, the difference between their Spell Defense and the roll is the damage suffered, in strain only; a wound may not be incurred from healing attempts using Stitch-a-Wound.  For each Wound beyond the first, subtract one Step from the Chirurgeon's Willpower to save vs. damage.  Karma MAY be used to augment each roll made.

      Once the Adept reaches Rank 5+ in this Talent, it takes on the second use, that of being able to repair Wounds after the Character's death, though this has its limits, as well.  First, if a Character has more than three Wounds, they are beyond help.  Second, the Adept may repair the first Wound on a Hard success, the second on a Very Hard success, and the third on a Heroic success.  Unfortunately, this may cause the Chirurgeon harm, as well; for each Wound, the Adept must make a Willpower Test against their own Spell Defense.  If the Test fails, the difference between their Spell Defense and the roll is the damage suffered, in strain only; a wound may not be incurred from healing attempts using Stitch-a-Wound.  For each of the second and third Wounds, subtract one Step from the Chirurgeon's Willpower to save vs. damage.  Karma MAY be used to augment each roll made.

      While using the Stitch-a-Wound Talent, the time limitation for following up with use of the Resurrect Talent is extended, based on the number of Wounds being treated with this Talent.  The first Wound allows an extension of five minutes, the second Wound an additional three minutes, and the third Wound an additional two minutes, for a possible maximum total of 10 additional minutes.  The average time required to use Stitch-a-Wound is five minutes per Wound, though this may be extended per GMs discretion.
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