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The Contracts of Chirurgery represent some of the greatest achievements of House Cernach, a House noted for its Healing abilities.
Before one can attempt to heal a wound or cure a disease, one must first know what one is faced with.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Catch: The changeling is dressed as a medical professional and behaves as such a person.
Dramatic Failure: The character makes a mis-diagnosis, potentially endangering the life of her patient.
Failure: The clause fails and the character gains no information about the bodily health and wellbeing of the patient.
Success: With success on this roll, the character can instantly identify any and all wounds or maladies suffered by the patient. Details of hidden complications or other such details become instantly clear. This ability lasts for the next full scene. Each success on this roll adds one die to any Medicine rolls made in an attempt to heal the character.
Exceptional Success: The character is also able to get a general sense of what event caused the malady in question.
+1 ~ The changeling uses a good bedside manner with the patient.
-2 ~ The character is observing the patient through a window or video link.
The character attempts to place the target into a deep sleep filled with pleasant dreams. The effects of this clause are such that the target will feel no pain and cannot be roused by normal means. This clause can be used on an unwilling target, however, in such a case it is more difficult to ensure unbreakable slumber.
Cost: 1 Glamour (+1 Willpower for a Supernatural target)
Dice Pool: Empathy + Wyrd
Catch: The subject is in a hospital room or other place of healing.
Dramatic Failure: The character finds her own eyes drooping. She is fatigued for the remainder of the scene.
Failure: Sleep remains out of grasp.
Success: The character must touch the subject. That touch brings a deep and peaceful sleep. If used outside of combat on a willing subject, it lasts for the remainder of the scene. If used on an unwilling subject outside of combat, the sleep lasts for one turn per success. If used on an unwilling subject in combat, the duration is one turn per success. Unwilling subjects may be awakened as from a normal sleep.
Exceptional Success: The subject’s sleep is a healing one as well. All fatigue penalties are removed and all bashing damage is healed.
+2 ~ The character administers a sleeping aid to the subject as part of enacting this clause.
+1 ~ White noise or peaceful music plays in the background.
+1 ~ The character uses this clause during dusk (a natural time of somnolence).
-1 ~ Loud noises can be heard in the background.
-1 ~ The character attempts to use this contract within five minutes of Noon.
The Hands of a Surgeon (•••)
Medicine requires many specialized tools. In battlefield or primitive conditions, these tools are often hard to come by. Not so for the changeling with knowledge of this clause. The powers of healing imbue her hands with the tools necessary to do the job.
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Catch: The character has just accidentally broken a nail.
Dramatic Failure: The powers invoked twist the hands of the character, resulting in a -2 penalty to all rolls involving Dexterity for the remainder of the scene.
Failure: The character’s hands remain unchanged.
Success: Chirurgery imbues the characters hands with the tools necessary to do the job. A nail might lengthen and hone itself to razor sharpness, becoming a very effective scalpel. Alternately, a fragment of nail might splinter off, forming a smooth and effective needle, trailing sinew from the character’s own body. As it is an aspect of Healing which provides these changes, no damage is incurred by the character. The 8-again quality is applied to all Medicine Rolls. The effects of this contract last for the remainder of the scene.
Exceptional Success: During the remainder of the scene, the character may apply the Rote quality to a number of Medicine rolls equal to his Wyrd.
+1 ~ The character is in battlefield conditions.
-1 ~ The character is in a hospital or other place of healing with tools near to hand.
Faith Healing (••••)
Sometimes, Medicine requires a leap of Faith. With this power, the character can call upon the powers of healing and bestow the benefit with a mere touch.
Cost: 1 Glamour + 1 Willpower
Dice Pool: Medicine + Wyrd
Catch: The character uses this clause to heal a blood relative who has been reduced to wound penalties.
Dramatic Failure: The subject is healed, at the cost of the character taking her injuries for himself. All damage is transferred.
Failure: Wounds refuse to knit, and bones refuse to mend.
Success: Flesh and bone shift and realign themselves to the proper orientation and begin to knit back together. For every success on the activation roll, the character may remove one point of lethal or bashing damage from the character. Aggravated wounds may be downgraded to lethal at the cost of one additional point of glamour per downgraded wound. The character may mix and match the various levels of healing as suits her. The character may use this clause upon herself.
Exceptional Success: The character may remove aggravated wounds entirely, as opposed to downgrading them. The glamour cost still applies.
Stay the Hand of Death (•••••)
For a brief period of time, the character can stay the hand of Death itself, rendering a target comatose, but immune to any and all damage. Disease will fail to advance, wounds cease to bleed, etc. It is as if time is suspended for the subject. However, time is only suspended. When the duration of this clause is up, all damage that had accrued begins to take effect on the character once more.
Cost: 3 Glamour + 1 Willpower
Dice Pool: Presence + Wyrd
Catch: The character is acting to save the life of an individual who has done her a service within the past week.
Dramatic Failure: The damage races, moving more quickly to affect the subject. Disease and poison rage out of control, wounds vomit forth blood, etc.
Failure: The maladies affecting the subject will not be stayed.
Success: The subject slips into a deep coma for one day per point of the caster’s Wyrd. During this time, she may not be further harmed. Damage still accrues, if applicable, and is applied to the character once the effects of this clause end. The caster may continue the effects of this clause indefinitely by paying the invocation cost to re-invoke the power on the last day of the clause’s duration. No roll is required to continue the effects of this clause. This clause is most commonly used to hold loved ones in stasis in the hopes of finding a cure soon, or to keep a subject alive until they can be transferred to a medical facility for intensive care.
Exceptional Success: The duration increases to two days per point of Wyrd.
+1 ~ The character has three or more dots in Medicine.