Occupation: Surgeon ------------------- (-1) Property: Let's Have A Look At You - After examining a willing or subdued target for about ten seconds, you may determine his/her Body score, his/her quantity of Body attribute points, and any Body effects that he/she is currently suffering from. (-1) Attack: I Am A Respected Medical Professional! (Mind) – Your target, realizing the importance of your position, must not Attack you or use any non-Social Abilities on you for the duration of the session. (-1) Ability: Restorative [body] (No Challenge) - The target, who may not be yourself, may Recover a point of Body. If he/she is unconscious, then he/she recovers consciousness immediately. (-1 per use) One Use: I Will Not Lose A Patient (No Challenge) – If you can get to someone who has apparently died soon enough after their death, you can perform surgery for two minutes then expend this Ability to keep them alive, undoing the effect that killed them. They return to life with no attribute points, however. (-2) Recovery: A Wholesome Occupation – Recover one point of Soul whenever you successfully heal someone of an ailment. (-1 per level) Influence: The Practice Of Medicine (-1) Modifier: The Practice Of Medicine -> Fix That Right Up - You may expend a point of Influence: The Practice Of Medicine to remove from the target (who may be yourself) a Body effect that you saw visited upon him/her or detected using Let's Have A Look At You. Recovery may not be complete, and there may be side-effects; the target should speak with a GM between sessions to see. (1*) Flaw: I Care Too Much - Whenever someone who seems to need it turns down medical aid from you, you must lose a point of Soul if you have one. If not, act dejected for a few minutes. --- -1 CP or 1* to continue past this point --- (-1 per level) Property: Encyclopedic Knowledge - When you encounter a chemical or drug that you've never seen before, you may seek out a GM for information about it. The amount that you might know depends on the rarity of the substance and your level of Encyclopedic Knowledge. (-2) Attack: Tranquilizer (Body) – Your target is injected with a sedative that prevents him/her from initiating challenges or moving faster than a very slow walk for five minutes. He/she may still defend against challenges, but must go wherever he/she is taken during this time. (-1) Ability: Inoculation [mind] (No Challenge) – A willing target is prevented from being affected by an effect that you have learned about through Careful Study. This lasts for (your base Mind) sessions, including the current one. Repeated uses of this Ability may require you to obtain more medical supplies. (-1 per use) One Use: Careful Study (No Challenge) – By carefully analyzing an effect that you have discovered using Examination, you learn how to Inoculate someone against it in the future. (-1, -2, -3, ...) Recovery: Stimulants - A number of times per session equal to your level of Stimulants, you may instantly Recover a number of points in any combination of Body and Mind equal to your level of Stimulants. (-1 per level) Influence: Drugs And Chemicals (-1) Modifier: Drugs And Chemicals -> Pharmacist - You may expend points of Influence: Drugs And Chemicals between sessions to attempt to create a novel remedy or cure. You may not, however, determine what resources may be necessary to produce this cure. (1* per level) Flaw: Addiction - Your well-being is dependent upon your access to a drug or other substance. The precise effects of going without depend on the nature of the drug, but the higher this Flaw is purchased, the more often you will need to partake of it (and the more of your supply is consumed each time you do so). Level 3 is the highest level of this Flaw. --- -2 CP or 2* to continue past this point --- (-2) Property: Numb - Effects of any kind that function by causing pain simply fail to work on you. If the pain is incidental to the effect, then the rest of the effect still occurs. (-2) Attack: The Memory Of Pain (Soul) - The target may no longer use his/her personal Recoveries for the duration of this session. Locational Recoveries and powers that allow Recovery still work. (-2) Ability: Anesthetic [body] (No Challenge) – Inject a willing target with drugs that allow him/her to spend up to (his/her base Body) attribute points below zero for the remainder of the session. These points must be Recovered as normal, however, and each point below zero that the character is at subtracts one from his/her base Body score in all challenges. (-1 per use) One Use: Lobotomization (Requires Willing Or Subdued Patient) - When performing Lobotomization upon a willing or subdued patient, spend several minutes explaining to everyone present what you are doing as you work (you must have at least one conscious person on hand - this is an experimental procedure, after all). This Ability has some leeway, but you are essentially able to remove one specific aspect of the target's personality (curiosity, anger, all feelings towards [and ability to have feelings about] a specific person, creativity, etc), leaving nothing in its place. This is generally a permanent effect. (-1 per level) Recovery: The Forefront Of Medical Science - When you discover a disease or physical condition that was previously unknown to medical science, Recover an amount of Mind equal to your level of The Forefront Of Medical Science. (-1 per level) Influence: Health (-1) Modifier: Health -> Keeping Tabs - You may use points of Influence: Health between sessions to attempt to predict what ailments and epidemics may await Victoria in times to come. (1* per level) Flaw: Detachment - At the first level of Detachment, you only receive every other Soul Recovery that you would. At the second level, every third Soul Recovery; then, at the third and final level, every fourth.