Fairie Doctor
The Fairie doctor is a person who has been taken by the Fairies for seven years and then returned to the mortal world. While away they have learned how to prepare potions and spells which could either cure or harm others. Local people have perfect faith in them and trust them to do no harm, although they are capable of doing so.
Whether male of female, they all have great beauty in common, as the Fairie only take away the prettiest young people (the Investigator must have an Appearance Score of at least 75 and as they would not have aged in the Otherworld they would have returned appearing the same age as when they left).
The Fairie doctor has half memories of their time among the Fairie and remembers only good times, dancing and frivolity. Any Fairie doctor who goes under psychoanalysis to unlock these memories will start to remember the darker aspects of their time: forced marriage to the Fairie for the girls; and serving in the Fairie army for the boys.
The psychoanalyst also runs the risk of opening the doors to the memories of the strange creatures that lurk in the darkness around the Fairie kingdom, creatures of eldritch horror (all creatures detailed in Call of Cthulhu Keeper’s Rulebook and this volume) and must take Sanity loss for each creature remembered as if they have just seen it.
The Fairie doctor knows the virtue of all herbs but there are seven herbs of great value and power; they are ground ivy, vervain, eyebright, groundsel, foxglove, the bark of the elder-tree, and the young shoots of the hawthorn. If these are picked at night they have the power to heal; if they are picked at noon on a bright day they have the power to harm.
The Fairie doctor knows the secrets of their power and how to mix the herbs, but will reveal the knowledge to no man unless he be Fairie Touched already. On their death bed they may pass the knowledge on to a chosen relative.
Many mysterious rites are practised in the making and the giving of potions but Fairie doctors only perform these in private, and allow no one to see their mode of operation or witness the act, for they are often seized with trembling while uttering a charm, and look round with a scared glance of terror, as if some awful presence were beside them.
If a potion is made up of herbs it must be paid for in silver; but charms and incantations are never paid for, or they would lose their power. A present, however, may be accepted as an offering of gratitude.
The Fairie doctor can be a strong Investigator, with knowledge of the Folklore (Occult), Fairie Folk, healing and a small number of spells. In addition on seeing a non-disguised Mythos creature (not deities of the Mythos) the Fairie doctor remembers some information about the creature. The amount of knowledge is dependent on the result of a straight EDU (Knowledge) Check. Keeper discretion as to what information is known by the Investigator.
Occupation Skill points: EDU x 2 + APP x 2
Credit Rating: 20-50
Suggested Contacts: Fairie Folk, Folklorists, Tinkers, sentient mythological creatures, Írusán the Cat King.
Skills: Art and Craft (Weaving), Botany (Science), Charm, Chemistry (Science), Cthulhu Mythos (begins with 5 percentiles), First Aid (+20 percentiles to base), Medicine (+20 percentiles to base), Natural World, Folklore (Occult +20 percentiles to base), Persuade.
Special: Due to the time spent with the Fairie all Fairie doctors start with -20 SAN percentiles. All Fairie Doctors must have a minimum Appearance of +75.
Fairie Blessed: Due to prolonged exposure to the Fairie Folk they can see past Fairies disguises. They can also see a shimmering in the air when they or other ethereal magical creatures are using invisibility.
Creation of magical artefacts: The Fairie doctor can create and enchant Witch Bottles, Hag Stones, St Brigid’s crosses and the Finding Corn. These all cost 1 Magic point. Creating a Witch Bottle and a Hag Stone costs 1 Sanity; there is no Sanity loss for creating the other artefacts.
Healing and Harming Potions: Dependant on the time of the picking of the herbs used, and the incantations said over them, the Fairie doctor can make potions which can either aid in recovery from physical and mental harm, or poison and cause psychological damage. All potions take 1hr to create and cost 5 Magic points, 1 Sanity point and a successful Chemistry Check to make. Potions which are designed to cause harm are poisons which cause 2d4 Hit point loss and on a failed CON Check unconsciousness in which the dreamer has horrendous nightmares. The nightmares cost the Investigator an additional d3 Sanity loss. Potions designed to heal add an Advantage Bonus Die to checks on either Medicine or Psychoanalysis and an extra d3 Recovery to the patient.
Spells: Fairie doctors know how to make the Powder of Ibn- Ghazi and, at the Keepers discretion, any number of healing and protective spells.
Whether male of female, they all have great beauty in common, as the Fairie only take away the prettiest young people (the Investigator must have an Appearance Score of at least 75 and as they would not have aged in the Otherworld they would have returned appearing the same age as when they left).
The Fairie doctor has half memories of their time among the Fairie and remembers only good times, dancing and frivolity. Any Fairie doctor who goes under psychoanalysis to unlock these memories will start to remember the darker aspects of their time: forced marriage to the Fairie for the girls; and serving in the Fairie army for the boys.
The psychoanalyst also runs the risk of opening the doors to the memories of the strange creatures that lurk in the darkness around the Fairie kingdom, creatures of eldritch horror (all creatures detailed in Call of Cthulhu Keeper’s Rulebook and this volume) and must take Sanity loss for each creature remembered as if they have just seen it.
The Fairie doctor knows the virtue of all herbs but there are seven herbs of great value and power; they are ground ivy, vervain, eyebright, groundsel, foxglove, the bark of the elder-tree, and the young shoots of the hawthorn. If these are picked at night they have the power to heal; if they are picked at noon on a bright day they have the power to harm.
The Fairie doctor knows the secrets of their power and how to mix the herbs, but will reveal the knowledge to no man unless he be Fairie Touched already. On their death bed they may pass the knowledge on to a chosen relative.
Many mysterious rites are practised in the making and the giving of potions but Fairie doctors only perform these in private, and allow no one to see their mode of operation or witness the act, for they are often seized with trembling while uttering a charm, and look round with a scared glance of terror, as if some awful presence were beside them.
If a potion is made up of herbs it must be paid for in silver; but charms and incantations are never paid for, or they would lose their power. A present, however, may be accepted as an offering of gratitude.
The Fairie doctor can be a strong Investigator, with knowledge of the Folklore (Occult), Fairie Folk, healing and a small number of spells. In addition on seeing a non-disguised Mythos creature (not deities of the Mythos) the Fairie doctor remembers some information about the creature. The amount of knowledge is dependent on the result of a straight EDU (Knowledge) Check. Keeper discretion as to what information is known by the Investigator.
Occupation Skill points: EDU x 2 + APP x 2
Credit Rating: 20-50
Suggested Contacts: Fairie Folk, Folklorists, Tinkers, sentient mythological creatures, Írusán the Cat King.
Skills: Art and Craft (Weaving), Botany (Science), Charm, Chemistry (Science), Cthulhu Mythos (begins with 5 percentiles), First Aid (+20 percentiles to base), Medicine (+20 percentiles to base), Natural World, Folklore (Occult +20 percentiles to base), Persuade.
Special: Due to the time spent with the Fairie all Fairie doctors start with -20 SAN percentiles. All Fairie Doctors must have a minimum Appearance of +75.
Fairie Blessed: Due to prolonged exposure to the Fairie Folk they can see past Fairies disguises. They can also see a shimmering in the air when they or other ethereal magical creatures are using invisibility.
Creation of magical artefacts: The Fairie doctor can create and enchant Witch Bottles, Hag Stones, St Brigid’s crosses and the Finding Corn. These all cost 1 Magic point. Creating a Witch Bottle and a Hag Stone costs 1 Sanity; there is no Sanity loss for creating the other artefacts.
Healing and Harming Potions: Dependant on the time of the picking of the herbs used, and the incantations said over them, the Fairie doctor can make potions which can either aid in recovery from physical and mental harm, or poison and cause psychological damage. All potions take 1hr to create and cost 5 Magic points, 1 Sanity point and a successful Chemistry Check to make. Potions which are designed to cause harm are poisons which cause 2d4 Hit point loss and on a failed CON Check unconsciousness in which the dreamer has horrendous nightmares. The nightmares cost the Investigator an additional d3 Sanity loss. Potions designed to heal add an Advantage Bonus Die to checks on either Medicine or Psychoanalysis and an extra d3 Recovery to the patient.
Spells: Fairie doctors know how to make the Powder of Ibn- Ghazi and, at the Keepers discretion, any number of healing and protective spells.
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