TEXT: HEALER KIT
  Your healer kit has all kinds of crap in it: scissors, 
  rags, tape, needles, clamps, gloves, chill coils, wi-
  pes, alcohol, injectable tourniquets & bloodslower, 
  instant blood packets (coffee reddener), tubes of 
  meatmesh, bonepins & site injectors, protable nanomedic breeder (a-tech), 
  chemostabs, neurostabs, biostabs, narcostabs (chillstabs) in quantity, ritual 
  supplies for healing magick, herbs, candles, ritual tools, and a roll of heart 
  jumpshock patches and a dreaming stone for when it comes to that. It’s big 
  enough to ﬁ ll the trunk of a car. When you use it, spend its stock; you can 
  spend 0–3 of its stock per use. You can resupply it for 1-budget per 2-stock, if 
  your circumstances let you buy medical supplies. 
  It begins play holding 6-stock. 
  If you need to patch up a portable kit, one that you could carry around your 
  shoulder maybe, it can contain up to 2-stocks. You have to take that stock 
  from your full kit.
  To use it to stabilize and heal someone at 9:00 or past, either harm or shock: 
  roll+stock spent. On a hit, they will stabilize and heal to 6:00, but the Keeper 
  will choose 1 (on a 10+) or 2 (on a 7–9): 
  • they need to be stabilized before you can move them. 
  • even narcostabbed, they ﬁ ght you; you’re acting under ﬁ re. 
  • they’ll be in and out of consciousness for 24 hours. 
  • stabilizing them eats up your stock; spend 1-stock more. 
  • they’ll be out of action, for at least a week. 
  • they’ll need constant monitoring and care for 36 hours. 
  On a miss, they take 1-harm or 1-shock instead. 
  To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. They 
  choose: spend 4 days (3:00) or 1 week (6:00) blissed out on chillstabs and 
  neurostabs, immobile but happy, or do their time like everyone else.
  To use it to revive someone who’s died or gone (at 12:00, not beyond): 
  roll+stock spent. On a 10+, they recover to 10:00. On a 7–9, they recover to 
  11:00. On a miss, you’ve done everything you can for them, and they’re still 
  dead or gone. 
  BUDGET
  If you’re charging someone for your services, 1-budget is the going rate for 
  one successful resuscitation (plus material costs); one person brought back 
  from the other side (plus material costs); one week’s full around-the-clock care 
  (plus material costs); one month’s employment as healer on call (plus material 
  costs, if any). 
  1-budget will cover a month’s living expenses, if your tastes aren’t too grand. 
   
  As a one time expenditure, 1-budget covers the price of : one heavy hospital 
  bill, any weapon, gear or fashion not valuable or high-tech, reparation on an 
  arcanotech device, bodygard service for a week by a ronin, one year taxes to 
  the government, maintenance on a high-tech vehicle, such as a mech or even 
  an engel, bribes and fees and gifts sufﬁ cent to get you into anyone’s presence.
  For better stuff, you should make particular arrangements. You can’t just go 
  shopping around the archeology with a few thousand terranotes and expect to 
  ﬁ nd arcanotech prototypes and luxe eternal.
  THE HEALER
  The whole world is going down and that’s a fact. But there may be hope. We 
  may go through. The way you see it if it doesn’t happen in a generation or so, 
  we’re fucked, but there is still that hope. 
  You’re a doctor of body and soul, mending wounds and minds alike and using 
  everything you can access, from sorcery to advanced pharmacology to nano-
  medic a-tech. You’re keeping that hope alive by not letting people die. 
  a character playbook for
  ADDITIONAL RULES
  HARM&SHOCK
  Harm and shock before 6:00 heals automatically over time. Harm and shock 
  after 9:00 gets worse with time, unless stabilized. If the player marks the 
  segment 11:00 to 12:00, it means that the character’s dead or gone but can 
  still be revived. Any harm or shock past that and the character’s dead or gone 
  for reals. 
  PERIPHERAL HEALING MOVE
  When you heal another player’s character’s harm or shock, you get +1Hx 
  with them (on your sheet) for every segment of harm you heal. If this brings 
  you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience. When 
  you heal someone, you see them more clearly. 
  INFIRMARY
  When you go into your inﬁ rmary and dedicate yourself to working on a person, 
  decide what you’re trying for and tell the Keeper. The Keeper will tell you “sure, 
  no problem, but…” and then 1 to 4 of the following: 
  • it’s going to take hours/days/weeks/months of work; 
  • ﬁ rst you’ll have to get/build/ﬁ x/ﬁ gure out ___; 
  • you’re going to need ___ to help you with it; 
  • it’s going to cost you a fuckton of T-notes; 
  • the best you’ll be able to do is a crap version, weak and unreliable; 
  • it’s going to mean exposing yourself (plus staff&patient) to serious danger; 
  • you’re going to have to add ___ to your inﬁ rmary ﬁ rst; 
  • it’s going to take several/dozens/hundreds of tries; 
  • you’re going to have to take ___ apart to do it. 
  The Keeper might connect them all with “and,” or might throw in a merciful “or.” 
        the
  HEALER
  STOCK
  
  HEALER MOVES
   WISDOM OF YOG-SOTTOTH: when you open yourself to the other side, 
  roll+sharp instead of roll+weird. 
   INFIRMARY: you get an inﬁ rmary, a surgical space, a laboratory with life 
  support, a research lab and a crew of 2 (Shigusa & Mox, maybe). Get patients 
  into it and you can work on them like a arcanotechnician on a-tech (cf). 
   PROFESSIONAL COMPASSION: you can choose to roll+sharp instead of 
  roll+Hx when you help someone who’s rolling. 
   BATTLEFIELD GRACE: while you are caring for people, not ﬁ ghting, you 
  get +1armor. 
   PURIFY FORM: when you put your hands skin-to-skin on a wounded or 
  shocked person and open your brain to them, roll+other. On a 10+, heal 1 
  segment on the countdown of your choice. On a 7–9, heal 1 segment, but 
  you’re acting under ﬁ re from your patient’s self. On a miss: ﬁ rst, you don’t 
  heal them. Second, you’ve opened both yourself and them to the other side, 
  without protection or preparation. For you, and for your patient if your patient’s 
  a fellow player’s character, treat it as though you’ve made that move and 
  missed the roll. For patients belonging to the Keeper, their experience and fate 
  are up to the Keeper. 
   PEAK AT THE OTHER SIDE: whenever someone in your care dies, you get 
  +1other (max +3).
  COOL
  HIGHLIGHT
  HARD
  HIGHLIGHT
  HOT
  HIGHLIGHT
  SHARP
  HIGHLIGHT
  OTHER
  HIGHLIGHT
  HARM 
  STABILIZED
  SHOCK 
  STABILIZED
  HEALER SPECIAL
  Act under ﬁ re
  Help or interfere • Session end
  If you and another character have sex, your Hx 
  with them on your sheet goes immediately to 
  +3, and they immediately get +1 to their Hx with 
  you on their sheet. If that brings their Hx with 
  you to +4, they reset it to +1 instead, as usual, 
  and so mark experience. 
  Take by force • Go aggro
  Seduce or manipulate
  Read sitch • Read person
  Open to the other side
  SHATTERED
  -1cool
  TERRIFIED
  -1cool
  BROKEN
  -1sharp
  OBSESSED
  -1sharp
  CRIPPLED
  -1hard
  DETACHED
  -1hard
  DISFIGURED
  -1hot
  DELUDED
  -1hot
  Hx
  DESCRIPTION
  NAME
  GEAR
  OTHER MOVES
  HOLD
  IMPROVEMENT
  Experience:
  IMPROVE
  get +1sharp (max sharp+3) 
  get +1cool (max cool+2) 
  get +1hard (max hard+2) 
  get +1hard (max hard+2) 
  get +1other (max other+2) 
  get a new healer move 
  get a new healer move 
  get 2 jobs (detail) and operation 
  get a move from another playbook 
  get a move from another playbook
  Get +1 to any stat (max. stat+3)
  Retire your character (to safety)
  Create a 2nd character for you to play
  Change your chararcter to a new type
  Choose 3 basic moves and advance them
  Advance the other 4 basic moves
  CREATING A HEALER
  To create a healer, choose name, look, stats, moves and gear.
  NAME
  Choose.
  STATS
  Choose one set:
  • Cool+1 Hard=0 Hot+1 Sharp+2 Other-1 
  • Cool+1 Hard+1 Hot=0 Sharp+2 Other-1 
  • Cool-1 Hard+1 Hot=0 Sharp+2 Other+1 
  • Cool+2 Hard=0 Hot-1 Sharp+2 Other-1 
  MOVES
  You get all the basic moves. You get 
  two healer moves.
  Hx 
  Everyone introduces their characters 
  by name, look and outlook. Take your 
  turn.
  List the other characters’ name. 
  Go around again for Hx. On your turn, 
  choose 1, 2, or all 3: 
  One of them put a hand in when it 
  • 
  mattered, and helped you save a life. 
  Tell that player Hx+2. 
  One of them has been beside you 
  • 
  and has seen everything you’ve 
  seen. Tell that player Hx+2. 
  One of them, you ﬁ gure doomed 
  • 
  to self-destruction. Tell that player 
  Hx-1. 
  Tell everyone else Hx+1. You’re an 
  open book. 
  On the others’ turns: 
  You try not to get too attached. 
  • 
  Whatever number they tell you, 
  give it -1 and write it next to their 
  character’s name.
  At the end, ﬁ nd the character with the 
  highest Hx on your sheet. Ask that 
  player which stat is most interesting, 
  and highlight it. The Keeper will have 
  you highlight a second stat too.
  LOOK
  Human, Nazzadi, Xenomix or White.
  Man, woman, ambiguous, transgres-
  sing, or concealed. 
  Medical wear, casual wear plus medi-
  cal, formal wear plus medical.
  Kind face, strong face, rugged face, 
  haggard face, pretty face, or lively 
  face. 
  Quick eyes, hard eyes, caring eyes, 
  bright eyes, laughing eyes, or clear 
  eyes. 
  Compact body, stout body, spare 
  body, big body, rangy body, or sturdy 
  body.
  GEAR
  healer kit 
  • 
  1 self defense aweapon 
  • 
  savings worth 2-budget 
  • 
  fashion suitable to your look, in-
  • 
  cluding at your option a bulletproof 
  vest worth 1-armor (you detail) 
  Self defense weapons (choose 1): 
  CS-32 Midnight Special light gun 
  • 
  (2-harm close loud) 
  Model 1S taser gun (S-harm close 
  • 
  reload) 
  composite combat knife (2-harm 
  • 
  hand) 
  M6 pistol grip shotgun (3-harm 
  • 
  close reload messy) 
  UT7 Hornet needle pistol (2-harm 
  • 
  close messy)
  IMPROVEMENT
  Whenever you roll a highlighted stat 
  and whenever you reset your Hx with 
  someone, mark an experience hex. 
  When you mark the 5th, improve and 
  erase.
  Each time you improve, choose one 
  of the options. Check it off, you can’t 
  choose it again.
  BUDGET
  
SOURCE: textdata/thevault/Call of Cthulhu/CthulhuTech/Misc/CthulhuTech - Character Playbook - The Healer.pdf