Viewing Effect - Medical
Become a damn good doctor

Create a Medical Power


This Power grants you access to an array of effects relating to medical treatment.

Mastery powers are not obviously supernatural.


Passive, always in effect.


Perfect dosage (When dosing a creature, you can intuitively control the dose based on desired effect. Dosages do not have to be carefully measured and prepared ahead of time. The full dose (syringe, pill, etc) is still used up.)

Sterile (Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer with dirty hands and equipment.)

Preserve (Amputated or harvested body parts may be preserved indefinitely and stored inappropriately, such as in your pockets.)

Surgeon extraordinaire (Your surgeries no longer deal additional damage, and recovery time is reduced to an hour.)

Gifted (In certain circumstances, you receive +3 dice on any roll related to medical care.)
This condition is not intended to be highly restrictive. It can be the same as the one taken for the Conditional Drawback, or can apply to many situations (just not /all/). As always, dice bonuses to the same pool from multiple sources do not stack; the highest bonus is used.

Field Medicine (You may stabilize any Injury during standard treatment, no roll or equipment required.)


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Selfless (You cannot target yourself.)
Selfish (You may only target yourself.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Example Powers