Knicks & Knacks

Mercy [GLOG Class]

“In wrath remember mercy.” (Habakkuk 3:2, NASB 1995)

Proficiencies: Clubs, Shields, Light Armor, Medium Armor

Skills: Digging, Funerary Rites, Medicine

Languages: Common, +1 Other

Equipment: Medkit (U10), medic’s tunic with the Hand of Mercy, bottle of alcohol (strong), club, codex, regret, coping mechanism

A. Merciful, +2 Spells, +1 MD

You wear the Hand of Mercy liar, a universal symbol recognized by all intelligent creatures. You always go last in a combat turn and cannot attack a living creature except in self-defense. When you tend to the wounds of a living creature, you heal them for an extra 1d6 health. If that living creature is a child, someone of low social status, or an enemy, double the healing done. You know enough to communicate the basics of what you are doing in every language of intelligent creatures. Your book contains the names of 2d6 intelligent creatures who didn’t make it – you are responsible for all of it to report to their next of kin their passing.

A. Gravedigger

You can’t save everyone. You know the major cultures’/races’ funerary rites. If you see a living creature die from unnatural causes, you are compelled to see they have a proper burial if no other creature tends to it. All sentient creatures will recognize your intent, including enemies, and will not attack you if you are seeing to the proper burial of their comrade.

A. Coping Mechanism

You can’t save everyone. If someone you tried to save dies or you witness a horrendous injury/death, roll 1d6. There is a 4-in-6 chance you suffer nightmares during your long rest – it doesn’t count for you. If you suffer nightmares, roll 1d6 again. There is a 4-in-6 chance you’ll turn to your coping mechanism just like you always do. This chance decreases by 1 for each template in Mercy you have.

Roll 1d6 to determine how you cope.

d6 Coping Mechanism Effect
1-2 Alcohol Once alone, if you have alcohol on you, you drink it all. If it isn’t enough to inebriate you, you’ll seek more. If you are in civilization, you’ll drink until you pass out. You always wake up with a crippling hangover and migraine. Remember what happened last time you drank? You could have saved them.
3-4 Sex Once alone, you’ll seek the nearest brothel, whorehouse, prostitute, whatever you can get. You have 1d3 venereal diseases already, all of which will eventually kill you. Surely it'll feel good this time.
5-6 Violence Once alone and in civilization, you’ll seek the nearest fighting ring, legal or not, and enter. You’ll engage in any hand-to-hand combat until you are knocked unconscious. If there are no fighting rings, you’ll pick fights with whoever you think you can until you are knocked unconscious. Nobody hits you hard as you deserve.

B. Cry of Mercy!, +1 Spell, +1 MD

When tending to the wounds of a living creature in the midst of combat, you can cry MERCY! Anyone within earshot who attacks while you are tending to the wounds of the living creature is marked by Cruelty as with a brand do you think it matches yours? All living creatures will recognize this mark and treat them with cruelty.

C. Hand Outstretched, +1 Spell, +1 MD

No living creature will willingly attack you; all recognize you as one who cares for the dying and downtrodden fools. As long as you bear no weapons, you are afforded passage anywhere there is a living creature injured or dying or a corpse, from slums to royal palaces to bandit camps to lion’s dens. You may not accept payment for whatever care you provide, save more medical supplies for further work.

D. Reconciled, +1 Spell

You may only attain this template after you’ve saved An Enemy of Great Significance from death’s door through your care. The Order of the Hand of Mercy recognizes you as one of them once again. You are re-instated into the Order and enjoy all the benefits therewith:

Spells

1. All-Speech

Range: Self | Target: Self | D: [sum] hours

You grant yourself the ability to understand all languages. You can speak and write in any language.

2. Calm

Range: Eyesight | Target: Living creature | D: [dice] hours

The targeted creature is overwhelmed with a sense of peace and calm. They will not take aggressive actions towards you and do not respond with panic or fear to you, others, or their situation. They are aware enough to maintain a conversation with you.

3. Cure

Range: Touch | Target: Living creature | D: Instant

Touch a living creature. They are instantly cured/healed of [dice] diseases/injuries.

4. Deaden

Range: Touch | Target: Living creature | D: [dice] hours

Touch a living creature and instantly deaden any pain they feel. They cannot feel any pain for the duration of this spell, instead feeling a sense of euphoria. They are not aware of their surroundings or themselves while under the effects of this spell.

5. Protection

Range: Eyesight | Target: Creature | D: [sum] rounds

You summon a magical barrier which protects the targeted creature from any attacks from any one direction of your choice. You may move the barrier as your action to face a new direction. This barrier stops all physical objects from passing through it.

6. Purify

Range: Touch | Target: Food/Water | D: Instant

You touch food or water and it instantly becomes safe to consume. This can be done on enough food or water to feed [sum] humans for a day.

7. Shelter

Range: Touch | Target: Ground | D: [sum] hours

Touch a spot on the ground. A small shelter with a campfire appears on that spot, able to house [dice] creatures and yourself. This shelter naturally camouflages within its surroundings.

8. Sleep

Range: Touch | Target: Living creature | D: [sum] hours

Touch [dice] creatures. If their hit points equal less than [sum], they fall asleep and are considered unconscious. They wake up if attacked. This always succeeds on a dying creature.

9. Stasis

Range: Touch | Target: Creature | D: [dice] days

Touch a creature. Their body enters stasis wherein they do not change for better or worse. When this spell ends, any conditions affecting their body resume.

10. Restoration

Range: Touch | Target: Living creature | D: Instant

Touch [dice] living creatures. They are cured of one of the following conditions: blinded, charmed, confused, deafened, frightened, or poisoned.