They were also brave individuals who, at great personal risk, treated plague victims both rich and poor. They were typically hired by a municipality or town council during times of plague to especially focus on the poor who could not afford private physicians. Although they did not always have medical training, their prerogative was still to care for victims of the plague, witness wills, offer moral succor, and subject themselves to voluntary quarantine by dealing with none save plague victims.
This is not a Medieval Doctor.
This is different sort of Doctor.
Plague Doctor
You are a Doctor.
Plague Doctors: Killing it in fashion since the 16th C. |
Your skills are many and your understanding of the four humors is deep and should not be questioned. It is your job to heal whining peasants and arrogant nobles of whatever plague ails them, with the use of your many tools and amazing clothes. Sometimes this takes the form of leeching, sometimes feeding them purgatives, sometimes of jabbing them with a pointed stick, sometimes tying them up and having them bound in a dark room, and sometimes (for greatest efficacy) all at once.
Doctor seen here with important jabbing stick |
As a Doctor you wander the land, solving plagues and getting paid. The one thing that surely all Doctors want is even fancier Doctor clothes, and sharper Doctors sticks. For that you obviously need cash.
Scary Doctor Mask
Now, the most important thing you learn in Doctor school, is that in order to properly treat people for Plague, they must be properly terrified. Sometimes people stop complaining if you just turn up looking scary enough. Thus the thesis is proved that you can scare Plague right out of the body. Hence, the Scary Doctor Mask.
Seen here being creepy |
The mask is made of leather, metal, and glass, and most importantly it looks really spooky. The main point of the mask is to show people that you are a Serious Doctor and look cool and scary. People like to know that their lives are in the hands of someone appropriately intimidating, and surely someone you are that afraid of must know what they are talking about.
However, this badass mask has another property: to keep out all the awful smells that poor, unwashed, gross, peasants reek of. It probably also helps keep out plague miasmas or something.
Dancing skellingtons are a common side-effect of plague |
These people suffer from an excess of boils probably due to a dearth of leeches |
See, here's your problem. You were full of animals |
Important Doctor tools |
As an important Doctor, you carry with you a bag always filled with interesting bits and pieces, often sharp and pokey, for medical purposes. Along with this, it often contains odds and ends of a confusing and medical nature. It cannot hold anything else other than non-encumbering items (it is already full of Important Doctor things), however it will never ever truly be empty of such things as small stabby tools, bits of weird glassware, suspicious herbs of unknown provenance, and possibly a dead vole or two.
The main thing that the contents of your Important Doctor Bag is for, other than holding surgical instruments, is brewing up curative patent medicines and cures.
Some so-called Doctors may wander around selling false hope and snake-oil. Not you though, your patent medicines work all the time, or at least most of the time, they mostly do something in any case. You certainly wouldn't stoop to selling snake-oil... unless you found some oily snakes.... and some dumb peasants were willing to buy it.
Rules Malarky
Hit Dice: d6 per level
Experience Track: As Specialist
Saves: As Specialist
Special Abilities:
Scary Doctor Mask: You wear a cool and creepy Doctor Mask. You have a bonus, equal to your level, when attempting to frighten or intimidate someone.
Pointy Doctor Stick: For jabbing patients. Does 1d6 jabbing damage, always non-lethal (you're a Doctor dammit, not a murderer) however subdued patients are much more open to surgery. You receive your level as an attack bonus but only with your Pointy Doctor Stick.
Doctor Bag: This is a neat looking Doctor's bag which goes well with all your other Doctor clothes. It is jam packed with nifty instruments, herbs, and unguents. It is packed to the brim, and you can never fit anything more in it; however it is always assumed to contain a supply of cruel looking metal probes, scalpels, pliers, and bonesaws [count as Daggers for rule purposes], as well as a number of glass phials, some interesting bits of string, jars of leeches, and a supply of healing (or at least weird smelling) plants and herbs.
Potion Making: Given access to your Doctor's Bag and an entire day of downtime you can brew up a single dose of potion. You can spend a day fiddling with herbs, bits of dirt, funny glassware from your Doctor bag until the potion is formed. The potion remains essentially inert and unspoiled until consumed, at which point the effect of the potion is rolled. You can change the die roll either up or down by up to half your level (rounded down).
Potion Effect (d100)
- Haha! That guy just died. Save or Die Poison
- Causes a feigned death for 1d4 days. I think I saw this in a play once
- All bones dissolve, welcome to your new life as a sack of meat!
- Too many bones! Bones start growing uncontrollably
- Uncontrollable Blood Vomiting! Lose 4d6 HP
- Powerful emetic
- Powerful diuretic
- Powerful laxative
- Powerful purgative (combination of the above three)
- Leeches (just a jar full of leeches, honestly you don't know how you didn't notice before you swallowed them)
- Lose d6 to all stats for d10 days (permanent on a 10)
- Lose d20 hit points for 24 hours
- Lose d6 DEX for d10 days (permanent on a 10)
- Lose d6 CON for d10 days (permanent on a 10)
- Lose d6 CHA for d10 days (permanent on a 10)
- Lose d6 WIS for d10 days (permanent on a 10)
- Lose d6 INT for d10 days (permanent on a 10)
- Lose d6 STR for d10 days (permanent on a 10)
- Zombie Potion, all free will is lost and the consumer rendered highly suggestible lasts a week
- Snake oil (water)
- Snake oil (sugar pills, tastes sweet)
- Snake oil (made of snakes, probably poison)
- Snake oil (pheromone that attracts snakes)
- Snake oil (will transform consumer into a snake)
- All hair grows rapidly an extra d20 meters in length. Formerly bald characters now sport a luxurious mane.
- Super powered body odor. Anyone within a meter radius must save against poison or become nauseous. Lasts d10 days (permanent on a 10)
- Skin changes to an unnatural colour (d10: 1.Blue, 2.Green, 3.Yellow, 4.Orange, 5. Red, 6. Purple, 7. Neon Pink, 8. Monochrome, 9.Roll Twice and Combine [one half one colour, one half the other] 10. An ever shifting hue) Lasts d10 days (permanent on a 10)
- Pustules. Consumer develops pustules all over their body. Unsightly, but only mildly irritating. The discharge of these pustules is mildly corrosive, so I suppose you could weaponize your pimples if you want a super gross super-power Lasts d10 days (permanent on a 10)
- Hunger. Consumer must eat twice their weight in biomass every day to survive, on the upside while this lasts they consume any organic matter that is not explicitly poisonous. Lasts d10 days (permanent on a 10)
- Blindness. Lasts d10 days (permanent on a 10)
- Deafness. Lasts d10 days (permanent on a 10)
- Consumer becomes cold-blooded and must lie in the sun for 2 hours in order to remain active for a day. Lasts d10 days (permanent on a 10)
- Uncontrolled Flatulence for 24 hours
- Immediate loss of all body hair
- Cure for Lycanthropy
- Cure for Vampirism
- Cure for the Common Cold
- Antihistamine
- Cough Suppressant
- Antiseptic
- Local Anesthetic
- Counts as an Iron Ration
- Mild Hallucinogen
- Strong Hallucinogen
- Super Acid! Get ready to trip balls for 24 hours
- Mild Sedative
- Strong Sedative
- Immediately Fall Unconscious for d4 hours
- Funny Tasting Water
- Placebo (no effect, but consumer believes they are completely healed of all ills)
- Regain d4 HP
- Regain d6 HP
- Regain d8 HP
- Regain d10 HP
- Raise consumer's body temperature by 10°C with no adverse effects. They can now be used as an emergency radiator in extreme weather conditions.
- Increase consumer's buoyancy. Can no longer sink in water unless specifically weighted down. Lasts d10 days (permanent on a 10)
- Mild Painkiller
- Strong Painkiller
- Immunity to Pain for 24 hours
- Mild Stimulant
- Strong Stimulant
- Liquid Crack Cocaine! Take double actions for 24 hours
- Lose all sense of fear.
- Gain an eidetic memory.
- Gain the ability to identify by scent.
- Sweat transmutes to pleasing perfume
- Antidote
- Powerful Anaphrodisiac
- Powerful Aphrodisiac
- Powerful Priapic
- Immediately cast d4 random wizard spells
- Immediately cast d4 random cleric spells
- Immediately cast d8 random spells of both cleric and wizard lists
- Become completely immune to all magics for good or ill, can no longer cast, use, or be affected by anything magical. Lasts for d10 days (permanent on a 10)
- Gain the spell "Speak With Toad" Chose one toad in the world. For one minute once per day you can understand and be understood by the toad, provided you are within speaking distance.
- Cure for Consumption
- Cure for Leprosy
- Cure for Plague
- Four Thieves Vinegar (Keeps all plagues at bay)
- Low alcohol tincture
- Highly alcoholic tincture
- Tincture of Opium
- SWANK
- Gain d20 hit points for 24 hours
- Gain d6 DEX for d10 days (permanent on a 10)
- Gain d6 CON for d10 days (permanent on a 10)
- Gain d6 CHA for d10 days (permanent on a 10)
- Gain d6 WIS for d10 days (permanent on a 10)
- Gain d6 INT for d10 days (permanent on a 10)
- Gain d6 STR for d10 days (permanent on a 10)
- Gain d6 to all stats for d10 days (permanent on a 10)
- Cool mutation (Roll on your favorite mutation table)
- Grow Gills! You can now breathe underwater! 10% chance that you lose the ability to breathe air
- Wolverine Claws! How? Who cares! That shit is badass! You can always count as having a d6 damage weapon in each hand
- Beautiful Plumage. You grow exotic feathers all over. Quite fetching, although people may try to murder you to turn you into a hat
- Super Ears. All problems with hearing are alleviated, plus you get a +2 bonus to hear things
- Leather Hide, you grow a cool scaly hide that adds +2 to your AC
- Super eyes. Regrow any missing eyes. Plus your eyes can now see in the dark
- Limb growth. If the patient is missing a limb, they regrow it. If they are not, they should no complain, because hey, free limb!
- Universal Panacea. Holy Shit! I hope you remember how you did that, because DAMN! That just fixed everything that was possibly wrong with that person. Plus, they permanently gain 1 point to every stat.
You are terror, you are master of life and death, you are a Doctor.
I love your potion effect table !
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