Psi-Healer

Psi-Healer P.C.C.

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, selling their services as healers. Some eventually settle down and establish a medical practice, while others join groups of adventurers, warriors, or others and continue to wander and explore the world; helping people along the way.

Some healers live as hermits or druids, dressing poorly and healing the needy for a morsel of food, shelter, a night' s lodgings, a few gold pieces, a favor, or for a smile (free) . Others wear fine silks and smack of wealth. These are often anarchist and evil characters who rarely perform any healing service unless there is profit in it. These people tend to cater to the rich and even become members of the King's royal court or operate their own clinic or hospital.

Typical fees per each healing touch is 50 to 100, psychic diagnosis the same, psychic surgery 1000 gold or more. Special privileges, promises, information, or an exchange of services, equipment, magic, and so on, may also be accepted in lieu of a cash payment. Ultimately, it is the Psi-Healer who determines what a fee will be (if any). The most self-serving will charge according to the apparent wealth and desperateness of the person seeking help.

The Psi-Healer is the most respected and honored of all the psionic P.C.C.s, even those who charge outrageous sums for their services. Many people believe them to be holy men, endowed with the healing powers from the gods; this is especially true of the canine races where a Psi-Healer can become a tribal shaman, leader or advisor.

Even hostile forces of nonhumans have been known to enlist a Psi-Healer's aid, regardless of race, or allow him to pass through their territory without any acts of aggression directed toward him (and frequently, his companions) - they realize they may need the Psi-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 attack and torture and kill a healer along with everybody else. Some tribes, clans and bands composed of the monster races will capture and enslave a Psi-Healer and force him into their service.

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The Powers of a Psi-Healer:

1. Psionic Powers

At level one the psychic automatically has the following abilities: deaden pain, exorcism, healing touch, increased healing, 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 for each 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. as the base, roll 2D6x10, and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience, starting at level one.

Considered to be a master psionic.

3. P.P.E.

Most of the character' s P.P.E. has been expended in the development of psychic abilities. Permanent P.P.E. Base: 2D6.

4. 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 to save vs poisons and disease,

+7 to save vs possession,

+12% to save vs coma,

+2 to save vs horror factor.

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Psi-Healer P.C.C.

Alignments: Any

Attribute Requirements: Only psionic powers, but a high I.Q. and M.E. are strongly recommended. Multiple O.C.C.s are not possible.

O.C.C. Skills

  • Cook (+10%) Biology (+15%)
  • Holistic Medicine (+20%)
  • Identify Plants & Fruits (+10% )
  • Preserve Food (+10% )
  • Languages: Native Tongue at 98% plus two of choice (+15% each)
  • Math: Basic (+10%)
  • W.P.: Two of choice

Hand to hand: basic can be selected as one "other" skill, hand to hand: expert at the cost of two "other" skills, or martial arts (or assassin if an evil alignment) for the cost of three "other" skills.

O.C.C. Related Skills

Select six other skills at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.

  • Communications: None
  • Domestic: Any (+5 %)
  • Espionage: None
  • Horsemanship: General or Exotic only.
  • Medical: Any (+10%)
  • Military: None
  • Physical: Any, except Acrobatics, Gymnastics and Wrestling.
  • Rogue: Any
  • Science: Any (+10%).
  • Scholar/Technical: Any (+10% on Lore, Language and Literacy only)
  • Weapon Proficiencies: Any
  • Wilderness: Land Navigation and Wilderness Survival only.

Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels four, eight and twelve. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

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Starting Equipment

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 used as a weapon), several rolls of cloth bandages, first-aid kit, food rations for 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.

Armor

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 of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons 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.