Basic Occupation: Barber Surgeon 

Description: The practice of Medicine in the Mystwood is not for the faint of heart. Maladies are many and terrible, and the nature of the Mystwood means they progress at terrifying speed – a plague can lay low a village in a matter of hours. Patients transform into monsters on the operating table, and the Barber Surgeon must take precautions to avoid the most horrid of afflictions. The tools and techniques are primitive, unreliable and occasionally horrifying. It is often difficult to determine the origin of an affliction – is it posion?   Dark Magic? Disease? Mutation? Parasitic infestation? Careful deduction is  required, and much research in the Library.

The notions of infections, germs and the like are unknown or unproven, and theories as to how the human body abound. These theories must take into account magic as well as science. Unlike lordly Doctors who have studied abroad, most Barber Surgeons figure out their own ideas by trial and error, or learned their trade from someone not much more knowledgeable.  

When not treating afflictions, a Barber surgeon is active on the field of battle, seeing who is too badly injured to save (and often ending their pain), and who can be patched up. A barber surgeon's work usually begins when all magical healing is exhausted, and this is for the best, for many will not survive the surgeon's knife and saw.

How to play: A barber surgeon is a an excellent profession for one with healing powers, (the gift of Empathy), but these are not required. A quick study of medicine in the middle ages will give you plenty of ideas (though you will want to stay within the bounds of good taste). You will also need to look in the library for possible cures to afflictions.

A barber surgeon is a an excellent profession for one with healing powers, (the gift of Empathy), but these are not required. A quick study of medicine in the middle ages will give you plenty of ideas (though you will want to stay within the bounds of good taste). You will also need to look in the library for possible cures to afflictions

Suggested Trappings: Medical tools, perhaps a robe or bloodstained apron.

Income: The Curing of afflictions is a vital service in any town and should be rewarded. It is fair to charge 3+ crowns for the curing of afflictions. Depending on the labor and components necessary to cure an affliction you may need to charge much more. 

Skills:

Apothecary (2) - You possess the Apothecary Craft Skill, and have a certain number of Craft Points per Day.

Cure Affliction - You have sufficient basic medical knowledge to attempt to cure afflictions- various curses, diseases, infections, taints, etc. The known cures can be found within the Library. You should roleplay the cure, expend any ingredients required, and then state the name of the cure. As the person afflicted cannot tell you the name of their affliction, there is a bit of guesswork involved here. Fortunately, given the medical texts available, virtually any affliction is curable… eventually.

Medicine (1) - You may redraw Battle Surgery draws X times per Renew.