Field Doctor

in: Professions

## Introduction

Field doctors represent those trained in the medical arts. These are your frontline medics with a focus on combat injuries and casualties and can be spotted in the midst of heated battle as well as off.. They dedicate themselves to the knowledge of medicine, most in the name of helping their fellow people but some perhaps for more nefarious purposes, such as the study of disease and how to weaponize it.\

**Associated Skills:** Medicine, Ranged Attack, Melee Attack

### Passive Benefits

**Dice Passive:** +3 Medicine, +1 Mind. Reduces specific project cost by one gem: Healing Potion, Potion of Baldness, Tonic of Regrowth.

## Abilities

### Carve Vitals (Attack)

Field doctors are not usually well trained combatants, but in a pinch their knowledge of medicine and anatomy can prove dangerous. Knowing exactly where to cut, they can open a wound quickly and efficiently, resulting in excessive bleeding that must be quickly stemmed.

* **Target(s):** Single
* **Dice Modifier(s):** Melee Attack
* **Cooldown:** 30 minutes

### Combat Wraps (Cleanse)

Field doctors are capable of quickly and efficiently deploying wraps, poultices, and other tools of their trade to stabilize either themselves or others from conditions such as bleeding and minor poisons.

* **Target(s)**: Self or one willing target
* **Dice Modifier(s):** Medicine
* **Cooldown:** 15 minutes

### Triage (Injury Timer Heal)

Field doctors are expressly qualified in the treatment of severe wounds and are able to significantly improve both the healing times and outcomes for those so affected. They can stitch wounds, apply tourniquets and braces, and are otherwise trained in how to provide significant medical attention to the worst of injuries. Reduces injury timers by 50%.

* **Target(s):** Single
* **Dice Modifier(s):** Medicine
* **Cooldown:** 1 hour

### Botch Treatment (Special)

The field doctor can intentionally botch their healing methods to extend a target’s injury timer, keeping them out of the fight longer. This can only be used on a wounded person.

* **Target(s):** Single
* **Dice Modifier(s):** Medicine
* **Cooldown:** 4 hours

### Cure Disease and Poison (Special)

Cures the target of diseases and powerful poisons. Including even those of supernatural origin, though recovery is not instantaneous and will still take time. Typically followed up by an order for rest and care by the doctor.

* **Target(s):** Single
* **Dice Modifier(s):** Medicine
* **Cooldown:** 1 hour

### Bottled Damnation (Debuff/Special)

The field doctor unleashes disease in its most potent form, harvested from sickness itself and secured in a glass vial of green vapors. They do so by throwing the vial and shattering it near their target, loosing the contagion into the world.

Those affected by the released contagion will develop a severe sickness with time, causing fatigue, coughing and other respiratory issues along with general weakness. While not utterly incapacitating, the sickness is strong enough to be a severe detriment.

* **Target(s):** One target.
* **Dice Modifier(s):** Ranged Attack
* **Duration:** Up to 48 hours
* **Cooldown:** 24 hours

### Paralysis Poison Dart (Stun/Special)

The field doctor can prepare a dart filled with paralyzing poison and throw it at an opponent. In the midst of combat and against an opponent filled with adrenaline this results in only a brief seizing of the victim’s body before they are able to overcome it, though it is enough to stop them briefly in their tracks. This can also be used out of combat and administered more carefully to render a victim paralyzed, whether for good or ill purposes, so long as that victim is somehow made unable to resist the process.

* **Target(s):** Single
* **Dice Modifier(s):** Ranged Attack
* **Duration:** One round or up to two hours for special use
* **Cooldown:** 1 hour

### Adrenal Shot (Combat Heal/Buff)

At range or in melee, the field doctor can either throw or jab a dart into an ally which will pump them with invigorating simulants. This will both help them to continue a fight longer than they normally could by ignoring their wounds and also cause them to surge with new found strength and speed. Heals targets and also gives a brief bonus to strength and dexterity.

* **Target(s):** Single
* **Dice Modifier(s):** Medicine
* **Duration:** 15 minutes
* **Cooldown:** 1 hour

### Painspray (Debuff)

Often used as a harsh deterrent for attackers, field doctors can quickly employ an herbal mixture known colloquially as ‘pain spray’ upon an opponent at melee range. This spray is exceptionally painful on contact with the skin and results in both immediate partial blindness if it successfully reaches the eyes while also causing the skin to redden and swell. Penalizes physical attacks and offensive casting as well as causing chemical burns.

* **Target(s):** Single
* **Dice Modifier(s):** Ranged Attack
* **Duration:** 15 minutes
* **Cooldown:** 1 hour

### Heartracer (Special)

Field doctors can mix together a powerful blend of herbal stimulants with an immediate and nearly violent effect upon a target. By either encouraging an ally or forcing a target unable to resist to snort the substance, they are subjected to the drug’s powerful stimulating effect. Conditions such as stuns and paralysis end, targets will be jolted out of hallucinations and those who are unconscious can be immediately and even forcefully lifted into consciousness again.

* **Target(s):** Single
* **Dice Modifier(s):** Medicine
* **Cooldown:** 2 hours