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Healer / Medic / Doctor

AX.C.07.04

A specialist in restoring function to damaged allies under pressure. This Profession keeps the party operational across encounters through rapid triage, field treatment, and at its peak, extraordinary recovery that pulls allies back from the edge of incapacitation.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: No, medical expertise is skill-based. Professions in Genre Catalogs that access healing through Odd Talents (Faith, Syonics, etc.) should be built as distinct entries using Power Access.

Progression Track

Field Patch | Recovery | Stage 1 | Minor Action | Self or one ally, Touch range | Short Rest

During or immediately after a Short Rest, you or one ally within Touch range recovers an additional 1D6 Health beyond the normal Short Rest recovery. No kit or equipment required; this represents professional first-aid knowledge applied rapidly.

Limit: Once per Short Rest.

Coordinate | Team | Stage 2 | Free Action | One ally, Near range | Scene

Once per scene, before an ally within Near range makes a roll, declare Coordinate. That ally gains +2D on that roll. Must be declared before dice are rolled, cannot be applied retroactively. For the Healer, this most commonly applies to a stabilization save, a Fortitude check, or a physical recovery roll, but it applies to any roll the Healer judges as critical.

Limit: Once per scene.

Rally | Recovery | Stage 3 | Primary Action | All allies, Near range | Full Rest

As a Primary Action, all allies within Near range who can see or hear you recover 1D6 Health and may immediately clear one Minor Condition (their choice). This effect requires no roll, it always succeeds. Allies at 0 Health are not affected, they are unconscious and cannot respond to a Rally.

Limit: Once per Full Rest.