Professional Traits

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Medicae

Medicae are trained in providing battlefield aid to casualties rather than the neat and precise work of a Chirugeon operating in a medbay or operating theatre - they are the Field Medics and Chop-Docs of the Imperium specialised in the rapid treatment of casualties on the battlefield or on the streets.

See the Medical Treatment section for full details on how to use this trait

You begin an event with Five Chems

A Medicae can;

  • Opia: A Medicae can expend a Chem to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.
  • Stimms: A Medicae can expend a Chem to spend 5s to give a patient Stimms allowing the Medicae to call Get it Together on them.
  • Coag: A Medicae can expend a Chem to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.
  • Battlefield Medic: Perform First Aid on a Bloodied character with one hand allowing them to pause the bleed count of two casualties rather than one, or to pause it on one while using a 1-handed weapon in their free hand.
  • Prep for Movement: Move a Bloodied character they are performing First Aid on.
  • Treat Wounds: Perform Triage with 30s of Medical roleplay.
  • Medicae Training: Treat Complications that have the Medicae Intervention or Quick Fix solutions.

Chirurgeon

Chirurgeons are medical professionals who are trained to work in operating theatres and medical bays rather than having a battlefield role - in the Inquisition they do not solely fulfil the role of healers and carers but sometimes are called on to carry out autopsies and detailed medical examinations.

See the Medical Treatment section for full details on how to use this trait

You begin an event with Five Chems

You gain the Biologis discipline and may select one Specialism in it.

Chirurgeons can;

  • Opia: A Chirurgeon can expend a Chem to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.
  • Stimms: A Chirurgeon can expend a Chem to spend 5s to give a patient Stimms allowing the Chirugeon to call Get it Together on them.
  • Coag: A Chirurgeon can expend a Chem to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.
  • Torpor: A Chirurgeon can expend a Chem to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they Recuperate. On a Psyker this prevents them using their powers until they Recuperate.
  • Treat Wounds: Perform Triage with 30s of Medical roleplay.
  • Diagnose: With 60s medical roleplay examining a character you can identify any physical ailments, such as diseases, physical mutations, poisoning and other similar conditions. This does not allow you to identify mental or spiritual ailments such as those from madness and corruption.
  • Chirurgeon Training: Treat Complications that have the Medicae Intervention or Quick Fix solutions and if in a Medbay treat cards with Proper Procedures.
  • After speaking with the Game Team perform other medical procedures with access to a Medbay including but not limited to; Installation of bionics (with the aid of a Tech-Priest), Conducting Autopsies.

Chirurgeon-General

(Requires: Medicae and Chirurgeon) There are those who ascend the ranks of the medical profession within their service to the Imperium and Inquisition who represent years of work with their hands deep in blood and gore in order to perfect their art. These uncompromising individuals are leaders amongst the Chirugeons and Medicae of the Inquisition, tyrants of the medbay with experience coordinating medical teams in the medbay and on the field.

  • Medical Team Leader: When coordinating a team of 1-2 other individuals with the Medicae or Chirurgeon traits you may, by roleplaying coordinating your team, reduce the time needed for Triage to 15s - in addition should one of your team fail a Medicae check they may Draw Two Complications and pick the one they wish to deal with.
    • Note: You do not have to perform triage, just instruct the members of your team, allowing you to protect them while they work. You do not need a free hand to use this ability and may engage in combat while using it (though you must roleplay directing your team by e.g. shouting instructions).
  • I’m not losing this one!: Once per event if you are able to get to a character who has Died or Lost a Fate Point within 60s of them bleeding out you may inject them with a powerful stimulant or use a defibrillator to restart their heart. You may use Get it Together on them and inform them that that Fate point was not spent. If this character was on their last fate point then they are on half endurance for the remainder of the event.

Alchemist

Alchemistry represents the arcane sciences that exist within the Imperium for the brewing of chems, toxins and other potent concoctions of chemicals used by the Imperium. These talents are found all over the Sector, both legitimately in the various Chem-Guilds and places of Imperial research, but also amongst Crims and other Underworlders who use it for less legitimate means.

You begin an event with Five Chems

Chem-Fixer: You may expend a Chem to do any of the following effects. Alternatively, you may give a chem to another character and instruct them in its use so they can use it on your behalf but may only instruct one character at a time.

  • Opia: Give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.
  • Stimms: Spend 5s to give a patient Stimms allowing the user to call Get it Together on them.
  • Coag: Spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.
  • Torpor: Spend 5s to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they Recuperate. On a Psyker this prevents them using their powers until they Recuperate.
  • Slaught: Give someone Slaught. This is injected when they become Bloodied. They may continue to move, attack and make calls in a frenzied rage for 10s before falling to the ground as normal, any melee blows during this time may call Rend. They cannot benefit from Get it Together and Triage Checks on them automatically fail. Their Bleed Count continues while they are on their feet for 10s.
  • Mortalitas: You may coat a single melee weapon with a blade-venom allowing it to call up to 3 calls of Weaken.
  • Hallucinogen: If you can trick an NPC into imbibing this you may use the call “Would you kindly? Hallucinate…” followed by a hallucination of your choice, this cannot be used to ‘command’ the user to do an action (such as see allies as foes).
  • Auctore Mortis: If you trick an NPC into imbibing this you may inform a ref - on non-augmented individuals this often causes a slow and painful death.

Imbibed Poisons: The nature of Auctore Mortis and Hallucinogen is that they degrade quickly once exposed to air, in order to gain this effect you must get your target to willingly imbibe food or liquid that you have personally handed to them moments after roleplaying tampering with it or to shake their hand if you have palmed some kind of delivery medium that they should be able to feel in your hand (such as a large coin-shaped object). You cannot leave items lying around poisoned, the chem breaks down in a matter of seconds.

Something from nothing: If you have no Chems remaining you can spend around two to three minutes gathering ingredients from your surrounding environment to allow you to do up to two Alchemistry effects - you may not then use this again until after you Recuperate.

Experimental Alchemistry: You may inform the Game Team you wish to create a chem not represented above. You must hand a written description of what you are trying to achieve to a member of the Game Team it will be considered and you will get an answer as to whether it is possible and the cost required to create it - you may submit this before an event.

Once an Alchemist has successfully created a chem then they know the time, effort and components needed to replicate it again. As a general rule we will not approve any chems that are more powerful than the above effects such as granting immunities to certain calls.


Verispex

Verispex training is most commonly found in the Adeptus Arbites, where forensic experts investigate, discover and dissect every secret a crime scene – or criminal – has to offer. The Bounty Hunter Guilds of the Prosperitas Sector also frequently retain individuals with these skills, as does the Inquisition itself.

You gain the Arbites discipline and may select one specialism in it.

  • Master Detective: You gain hints for finding hidden clues, this is detailed in the Investigations rules. In addition your keen senses are good at spotting things that others wouldn't such as hidden compartments built into things, or the signs of chem abuse in a persons features - most of the time this will be represented by Clue Cards but if you are ever uncertain, you are free to ask a ref if you would notice anything in your environment.
  • Auspex: You may use the SCAN call up to three times with at least ten seconds between them at vocal range before needing to Recuperate and appease the machine spirit.
    • Physrep Requirement: You must have a handheld auspex physrep or bionic eyepiece.
  • I've walked the streets: You have years of investigative experience, after a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. This ability cannot be used again until you Recuperated.



Explicator

You have been trained in the arts of interrogation and torture, either by some sinister organization, the Adeptus Arbites’ Chasteners, or the specialists of the Inquisition. You are armed with tools and a knowledge of the mind and body, and how to break both to get the answers you want.

Note: Please ensure that someone is ok with roleplaying out torture before you start working on them, if they are not then you can take them to an area where you are out of sight, and drop OC ask what questions you wish without simulating torture.

  • Chastener: After 30s of roleplaying the interrogation of a captive character you may inform them OC that you have this trait either verbally, or by showing them a card - followed by a single question on a topic you want answers on.
  • Relentless: You may spend a point of Willpower to call Rend on a captive character who you have already spent 30s interrogating to ask another question - be aware some NPCs are less tough then PCs and will die if reduced to Bloodied by Rend. You may do this up to five times after which you must Recuperate.

Scribe

Found amongst the dusty tomes and scrolls of the Imperium, Scribes are commonplace enough individuals, afforded an education either by wealth or through the sponsorship of organisations such as the Adeptus Administratum, the Ecclesiarchy, and amongst the forbidden libraries of the Inquisition itself.

  • Loremaster: You gain two lore disciplines from the choice of Malleus, Xenos, Hereticus, Arbites, Biologis
  • Specialist Studies: You gain four specialisms to choose from any lore you possess.

Exhorter

Exhorters are natural leaders, a trained commander or a charismatic force of nature: no matter where they come from they serve as the soul of their retinues, cajoling, rallying or ordering their comrades to keep fighting when they are at the point of giving up.

You gain the following abilities;

  • There’s No Need For All This Bleeding: You can rouse even the most injured soul to fight through their pain - you may use the cue Get It Together up to twice. This may not be used on yourself. This ability cannot be used again until you Recuperate.
  • Let His Name Bolster Your Will: You can use your understanding and insight into the fears hidden in the human heart. This allows you to use your words and actions to calm the minds of others. You may either suppress the effects of Shaken on another character, or one of their active Madness effects until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.
  • Let His Fires Burn Within You: You may share your faith with another character to suppress their vulnerabilities to the Warp; they may ignore any warp-based dramatic effects that may be afflicting them or corruption cards below Overwhelmed until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.

Spymaster

(Cannot take Trader) Occulators, Keepers of Whispers, Intelligencers, the Imperium depends on its many eyes and the spiders that sit at the web of their own intelligence networks. These are carefully fostered things that each individual has built over time giving them many eyes that whisper to them from the edges of the Sector.

  • Faces in the Dark: Before each event you will receive a list of three ‘sources’ with information that is relevant to the upcoming mission based on how you have defined the connections of your spy network - you will be able to meet with (or however you wish to describe it) ONE of these sources prior to the event. The list will have a name and description of the contact along with a short message from them to help you choose which to receive.

The exact nature of each Spymaster's intelligence network will vary wildly - a character with strong Ecclesiarchy ties might rely on a network of agents embedded within the Priesthood and Pilgrim migrations of the sector, where a character of more dubious connections might rely on agents drawn from various criminal syndicates or even proscribed cults. This can be defined when submitting your character.


Trader

(Cannot take: Spymaster) You possess some form of connection to an individual or a wider network who can supply you with unique items before a deployment.

You begin an event with five Mission Supplies of any combination of your choice in addition to any you have gained from other traits.

  • From the Market: Before a game you will receive a list of three items, of which you can pick one - you will be given a description of the item along with a name - you will however have to acquire the item before you learn the mechanics of it (this is to limit us writing unnecessary mechanics pregame for items not selected) - part of the fun of this trait is there is both risks and reward for using these items.

The exact nature of your Trade Connections will vary wildly based on how you feel they will fit your character, a Mechanicus character might well be in receipt of experimental technologies from their parent forge for field testing, a Priest might have access to a cabinet of Holy Relics, or a more dubious character might find ways to get their fingers on Xenos artefacts from Cold Traders, or Illegal Chems from Criminal Enterprises - the possibilities are endless. This can be defined when submitting your character.