Dr. Egas Freeman does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
Dr. Egas Freeman's Power value does not match their spent Gifts! Power Value: 17 Spent Rewards: 0
Dr. Egas Freeman has overspent Experience Remaining: -72 Exp. (Earned: 150 - Spent: 222)
A Newbie Contractor played by shady as a Free Agent
He is 40 years old, and often appears as tall (6' 3") well-shaven white male with short, combed hair. He often wears a white lab coat, and carries a doctor's medical bag.
3 Alertness
0 Animals
1 Athletics
0 Brawl
3 Crafts
4 Culture
0 Drive
0 Firearms
2 Influence
2 Investigation
5 Medicine
0 Melee
0 Occult
0 Performance
4 Science
0 Stealth
0 Survival
0 Technology
4 Thievery
1 Bloodletting
Circumstances describe your situation.
Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.
Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.
Conditions describe your state of being.
Examples of Conditions include curses, diseases, and impactful personality quirks.
Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.
Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.
Loose Ends will cause problems for you if you don't tie them up.
Examples of Loose Ends include enemies, debts, evidence, and promises.
All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.
You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.
0 Rewards assigned
You've mastered the medical craft.
Passive, always in effect. All Stabilizations you attempt are considered Proper Stabilizations.
0 Rewards assigned
Spend one minute amputating an injured limb or organ. Any damage that was sustained on that limb is healed completely, and there is no recovery time. The site of amputation is immediately ready to bare weight and be used. The doctor may even self-amputate.
unfortunately the procedure is often traumatic.
Spend a Willpower, choose an injury, and make a roll (determined when power is taken, difficulty 10 - 4). The outcome can be spent to heal injuries, with each injury costing its Severity to treat. If you do not have enough successes to treat an injury fully, you can reduce its Severity. Treatment takes 1 Minute to apply and has no recovery time. Any injury treated is stabilized. Power is only effective on creatures with humanoid anatomy. You cannot treat the same wound more than once. You must be able to amputate the limb. Target must roll trauma and sustains a battle scar.
0 Rewards assigned
In a pinch, the skilled field surgeon may open a vein and bleed any toxins from a patient. This process is reminiscent of doctors of a previous age balancing humors, and is sometimes harmful to the patient.
Spend a Willpower and a minute treating your patient. You may cure any single disease or poison that you have diagnosed. The disease or poison must be mundane and curable with modern medicine.
0 Rewards assigned
By examining an individual for a minute, you may diagnose any medical ailment, diseases, or other health issues they have. This process generally requires the target's cooperation, or at least that they not resist your examination. This power does not grant you additional information about the ailment besides its identity.
Spend a Willpower and 1 minute examining a consenting or incapacitated target. Roll Perception + Medicine difficulty 6. 1 success is enough to understand how injured the target is, 3 successes will reveal all mundane ailments, 5 successes will reveal all supernatural ailments.
0 Rewards assigned
With a touch, the Anesthesiologist may shut down the perfect cocktail of nerve endings, allowing his patients to feel no pain during surgery. The target may attempt to resist the numbness.
Spend a willpower to activate. The target's sense of touch is suppressed for 1 Minute and applied at Arm's Reach. The target may attempt to resist the numbness with a contested roll (your wits + medicine vs their stamina + endurance)
Regardless of donor blood type, body type, gender, or similar, the doctor may perform a transplant in a matter of hours. Organs and limbs must be recently deceased or preserved.
Spend a willpower and A day treating your patient. You must choose a roll to make when you take this power. If the roll fails, you cannot re-attempt for a month. Recovery takes an hour.
0 Rewards assigned
You may perform plastic surgery on a target in order to permanently alter their appearance. This surgery does not have any recovery time or leave any scars. You possess the ability to mimic the appearance of other people change the targets race, gender and even make some creative inhuman modifications.
Costs one willpower and takes 30 Minutes to apply. A disguise may not alter your attributes. May be contested.
0 Rewards assigned
You may delve deeply into the minds of others, pilfering memories & secrets as you sift through their gray matter with your fingers.
Spend a Willpower. Takes 1 Minute to cast at a maximum of Arm's Reach. Requires concentration as long as you are reading their thoughts. The target is aware that their thoughts are being probed as long as they are. If the target moves beyond the range or the concentration is interrupted, you must re-cast the ability.
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.