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RAPHA HEALERS — Children of Gaia

APEX KINDOLK: RAPHA HEALERS

The Rapha are the Garou Apex Kinfolk Healers originating from the Children of Gaia tribe. While not to be confused with modern doctors or having any of the traditional schooling, they specialize in supernatural healing techniques through the use of nature magic, herbology and the “laying of hands” to facilitate healing. They may not be able to tell you exactly how they heal, but there is no questioning that they do. 


Origins of the Rapha
Pronounced "raw-faw," the core meaning of the word is to mend, repair or restore something to its normal or useful state — physically, mentally, and potentially spiritually. It is also a word that is both singular and plural in Garou culture. This represents the aspect of Gaia that is personally within a single individual, and at the same time exists simultaneously within us all. 

Though the Rapha name is of ancient Hebrew and Aramaic origins, Apex Kinfolk Rapha are associated more with a secular, spiritual nature than with any type of organized religion. Their abilities manifest by focusing their faint spark of mana that ties them to Gaia by a gossamer thread, though Gaia goes by many names. 


About the Children of Gaia Garou Tribe
The Children believe that all Garou are really Children of Gaia who have not yet realized this Gaian spark. They strive for harmony between all the tribes and shun unnecessary violence. The rest of the Garou tribes see their peace loving ways as utter foolishness and consider the Children weak. However, when the Children do strike in battle they do so with the deep conviction that they are truly Gaia's chosen and fight with the berserker strength of religious zealots.


Rapha Characteristics and Life Philosophies 
Like their Garou brothers and sisters, the Rapha are interested in the preservation of harmony and balance in nature. They range widely in appearance, but most, though not all by any means, have an ethereal, dreamy look reminiscent of the Flower Children of the 60s and they favor a more Bohemian lifestyle.

Very inclusive, accepting all no matter their gender, race or background, Rapha have no gender identity issues or hang-ups regarding sexuality. They believe to the core of their souls that love is a blessed gift shared between two consenting hearts, and to be one with Gaia we must embrace the truth of who we really are. Oftentimes in this world, a spiritual healing must occur before this can be fully nurtured.

Rapha consider illness and injuries (whether physical, mental or spiritual) as an imbalance and strive to correct such occurrences with healing to bring oneself back into balance. They abhor violence and are very slow to anger. With that said, they are not above violence if they rationalize it as the lesser of two evils in the attempt to protect the innocent or prevent more violence and injury.

While they will do all within their power to heal, they have no such convictions on the unlives of vampires or other creatures tainted by the Wyrm. Unfortunately, they themselves are mortal with limited abilities and identifying such creatures can be difficult. However, Vampires can be identified by touch, but only if a Rapha attempts to heal one. Other taints of the Wyrm are beyond their limited abilities.


Training and Instruction
Neophyte Rapha begin their training by pledging themselves to the protection of Gaia and all her creatures. While this entails an oath to “do no harm,” it does not go so far as to protect any creature that is not within Gaia’s domain. This has caused a confusing gray area for many Rapha. Unfortunately, this gray area has led a rare few down a darker, misguided path.

Those who have progressed to higher levels of learning, study and dedication to Gaia have the ability to heal by the laying of hands on other natural living beings. This requires a deep level of focus to achieve and is a very “active” process. A Rapha enters a mild meditative state. He/she/they may need to prepare mentally with whatever relaxation techniques or prayers to Gaia they have found work for them. Once they are in the proper frame of mind, they may begin. 

All Rapha have studied under mentors and masters, allowing them to be competent healers of common illnesses and afflictions, such as setting bones, preventing infection, etc. Some have incorporated the learnings of the more mainstream medical field and embrace the practice of chemistry to better understand why certain plants work the way they do.

A Rapha's training naturally includes a complete understanding of herbology, having trained to identify common plants and herbs, and know which have healing powers, which are dangerous, and how to prepare and use them. This is not to say that a Rapha can instantly identify every single plant on sight. Uncommon or exotic plants will require them to research an unknown plant’s nature and uses. May Gaia bless Google. 


ROLEPLAY REFERENCES: 
While certainly not necessary for the purposes of playing a Rapha or Healer in Dominions of Darkness, it is often helpful to use real-world references in creating the most rounded, and believable characters to enhance the roleplay experience — for yourself and others. Small details representing even a cursory level of medical knowledge can help paint a more vivid picture of your Character's actions when interacting with others in an RP scene. While not all Roleplayers enjoy the "deep dive" into every detail of their Characters, others thrive on a more complete understanding of skills to really bring their characters to life.

Google is always an excellent reference for quickly finding information on medicinal recipes using herbs, molds, fungus and essential oils. Here are just a few of the many, many links on the topic with free downloadable pdfs of books you may find initially helpful:

    • The Lost Book of Herbal Remedies - The Healing Power of Plant Medicine
      • For a free Downloadable PDF from cdn-website.com, Google the title, and "downloadable PDF."
      • Hardcopy, Amazon

    • The Herbal Handbook for Home & Health - 501 Recipes for Healthy Living, Green Cleaning & Natural Beauty
    • The Herbal Medicine-Maker's Handbook
    • First Aid Manual
      • For a free Downloadable PDF, Google the title, and "downloadable PDF."

    • These are only a few recommendations. Search your local bookstores or the internet to find options that may better match your Character's knowledge base or areas of expertise. 
These references are for roleplay only and are not recommendations for diagnosing or treating any real-life conditions. Direct links to downloadable pdfs cannot be added to this website, but you can find them by doing your own google search by using the title's name, along with "downloadable pdf."


RAPHA HEALER SKILLS

◎◎◎◎◎◎◎◎: RAPHA LEVEL 1 — HERBOLOGY 1

First level Rapha are skilled in the pharmaceutical benefits of plants and other botanicals, including molds. Though their initial abilities are limited to those botanicals that can be found on their current Continent. Types of topical medicinals they can create are small batches of creams, ointments, salves, poultice, balms, powders (external), etc. They can also create natural deodorants, perfumes, shampoos, exfoliates, makeup, facial creams, and other non-consumed medicines and Health & Beauty products using natural botanical ingredients.

Using Your Pharmaceuticals
These products heal a small amount of Health Points (HP) when used. The amount of Health Points healed depends on how high the Rapha's Player rolls when creating them. These one-use Healing "Assets" are then placed in the Player's HUD to use on other themselves or other Players, or to transfer to other Players for use in the future.

TO CREATE MEDICINALS: 

  • DIFF: 80
  • Energy/Mana: 10
  • Mod: Chemistry, Occult
  • Healing:
  • Success Level: See Roll Chart Below

NOTE: You MUST identify what you are trying to make before rolling, and you must roll and expend energy for each attempt.  And yes, you can create a single-application deodorant or perfume that heals Health Points. Products produced can revive unconscious 0 HP Characters, but cannot revive those who are at 0 HP and dead.

SUCCESS ROLL CHART:

Roll 1-10: BOTCH! 
Whatever it was you were trying to make, you got the exact opposite...and it really smells bad. So if you were making a natural laxative, this stuff will constipate a horse. If you were cooking up a healing cream for psoriasis, your salve causes burning blisters on contact with skin and can peel paint from the walls. Best not keep any botched remedies around and throw them out immediately.             

Roll 11-79: Miscalculation
You either got the recipe wrong, missed a step, your equipment wasn’t properly sterilized, or some other anomalous event. While not dangerous, your efforts have produced nothing useful.

Roll 80-90: Fairly Successful
This is good stuff! It does exactly what you want it to do. While not as refined as something you can purchase in a drug store, it does the job equally as well if not better. +3 HP

Roll 91-99: Very Successful             
Masterfully created medicinal. Don’t let this get out to any of the pharmaceutical/cosmetic companies or they’ll be wanting to hire you for their drug divisions. Or perhaps torture you for your secret. Whatever it was that you were making, it’s a lot more potent and a lot more effective.  +5 HP

Roll 100+: It’s A Miracle!             
Gaia herself has blessed your endeavors. Seek out an Admin with your notecarded roll to find out what additional magic properties your product has been imbued with.  


◎◎◎◎◎◎◎: RAPHA LEVEL 2 — TRIAGE

NOTE: Level 2 Rapha Skills come in two separate parts: Triage and Stabilize. Each of these must be purchased separately using earned XP. Triage must first be rolled successfully before the Rapha is able to use Stabilize and heal HP.

To successfully triage any living being, the Rapha merely needs to Lay Hands on the afflicted to both identify an injury and determine its level of seriousness. This allows them to first tend to those who are the most hurt, or those who are at a greater risk. 

While the Rapha’s ties to the Occult allow them to “see” things others cannot, their enhanced levels of Intuition combine with that skill to create a more 3D mental picture of wounds and injuries within a physical body. By using this skill, the Rapha will mentally "see" broken bones as if viewing an x-ray or soft tissue injuries as if using an MRI.

Successfully using this skill means that the Rapha is able to use their ability to Lay Hands and stop bleeding, delay poisons from continuing to suck HP from the patient and stabilize them for transport to a more secure setting if done on a combat field. At that point they may set bones and suture wounds, as well provide valuable time to administer antidotes (if the type of poison is known). 

  • TRIAGE —  Identify the ailment/injury and how serious it is.
    If successful, you will know exactly what the ailment/injury is, and how many Health Points (HP) the patient has left.
    • DIFF: 80+
    • Energy/Mana: 5
    • Mod: Medical, Occult
    • Duration: Once per patient, per scene.
  • NOTE: 
    • Rolling a BOTCH during Triage means you simply get no mental images of the injuries and must refocus and try again. 

◎◎◎◎◎◎◎: RAPHA LEVEL 2 — STABILIZE

  • LAYING OF HANDS — Stabilize the Patient:
    This can ONLY be done if your Triage roll was successful. You cannot Lay Hands to heal if you do not know what the extent of the injuries are. If your Laying of Hands roll is successful, you will heal the Patient for 10 Health Points. This can only be done once per patient. The purpose of this skill is only to stabilize the patient for transport, or until a more thorough healing can be done. Using this skill, the Rapha can set bones and suture wounds. Anything more serious will need a more advanced healing skill.
    • DIFF: 80+
    • Energy/Mana: 5
    • Mod: Medical, Intuition
    • Heal: 10 HP
    • Duration: Once per patient, per scene.

NOTES: 

  • Stabilize can only be used once per patient.
  • Rolling a BOTCH during a Stabilize healing means the Rapha failed to Stabilize the patient and he/she/they are unable to Stabilize or heal this patient for the duration of the scene.

◉◉◉◎◎◎◎◎◎: RAPHA LEVEL 3 — THE LIVING AND THE DEAD

Rapha abilities are associated with living, breathing beings. Undead creatures, such as Vampires, Wraiths, Zombies, etc., are not within the purview of the typical Rapha. If a Rapha “lays hands” on any undead or dead creature, they will know that person is not among the living. They may not know what they are, but they know without a doubt what they are not. This is a passive skill and requires no roll or cost of Energy.

NOTE:
A) 
There is no benefit for Vampires with Blush of Life or any other trick of the undead since this ability transcends normal physical observations.

B) Keep in mind you NEED to have justification for laying hands on ANYONE. This is not bumping into people and then Knowing they’re a vampire. For example, you see someone attacked in the street. You rush to aid them, focusing your abilities as you lay hands on them to Triage their injuries and hopefully attempt a heal. Instantly, you know that the person you are attempting to aid is not among the living. If they are already unconscious, you will pronounce them dead. If they are alert, you will know they are not a natural living being.


◎◎◎◎◎: RAPHA LEVEL 4 — HERBOLOGY 2

Rapha who have achieved this level are skilled in making medicines for internal uses, as well as external medicinals, that heal Health Points. They also have a higher understanding of biochemistry and can freely begin experimenting with rare, tropical, or other plant life around the world. This allows them to identify plants with healing properties and successfully extract them. They understand a more advanced chemistry to create the proper dosages for any number of ailments. Such additional medicines include, elixirs, serums, tinctures, sprays, teas, and anything that is breathed in, such as smoke, incense, powders, inhalants, etc. 

  • DIFF: 70
  • Energy/Mana: 5
  • Mod: Chemistry, Occult, Mental Skill
  • Heal: 10 HP per dose

NOTES:   

  • A Rapha can produce one product per OOC Day. 
    You MUST identify what you are trying to make before rolling.  
  • Number of Doses created is determined by the Success Roll Chart below. 
    At this level, all Herbology rolls (no matter what you are attempting to create) are done on the Herbology 2 Success Roll Chart below.
  • A max of one Dose of a single Medicinal Type per patient, per scene. There is a max of one dose each of two separate applications. For example, you apply a poultice to a wound (heal 5HP), and then give a an oral dose of an antibiotic (an additional heal of another 5HP).  
  • Medicinal used MUST be applicable to the injury/illness. 
    • For example, you wouldn't expect an inhalant used for lung issues to heal a blunt force trauma wound. But at this level your poultice or tincture would be effective for healing an open wound.

SUCCESS ROLL CHART:

Roll 1-10: BOTCH! 
Whatever it was you were trying to make, you got the exact opposite...and it really smells bad. So if you were making a natural laxative, this stuff will constipate a horse. If you were cooking up a healing cream for psoriasis, your salve causes burning blisters on contact with skin and can peel paint from the walls. Best not keep any botched remedies around and throw them out immediately.             

Roll 11-79: Miscalculation
You either got the recipe wrong, missed a step, your equipment wasn’t properly sterilized, or some other anomalous event. While not dangerous, your efforts have produced nothing useful.             

Roll 80-90: Fairly Successful (1 Dose Created.)
This is good stuff! It does exactly what you want it to do. While not as refined as something you can purchase in a drug store, it does the job equally as well if not better. Heals 5 HP of damage.

Roll 91-99: Very Successful   (3 Doses Created.)          
Masterfully created medicinal. Don’t let this get out to any of the pharmaceutical companies or they’ll be wanting to hire you for their drug divisions. Or perhaps torture you for your secret. Whatever it was that you were making, it’s a lot more potent and a lot more effective. Each dose heals 5 HP of damage.

Roll 100+: It’s A Miracle!  (1 Super Dose Created.)         
Gaia herself has blessed your endeavors. The Super Dose cures up to 20 HP of damage. 


◎◎◎◎: RAPHA LEVEL 5 — GAIA'S BLESSING

This is also referred to less formally as the Soothing Touch among Rapha. While pain is necessary to help us identify injuries, prolonged pain is not. A Rapha laying hands on sore or injured flesh are as soothing as warm milk and almost as relieving as morphine, but without any unpleasant side effects. The affect is both relieving and energizing.

While not technically addictive, those who have repeatedly experienced the wonder of a Rapha’s soothing touch during treatment or therapeutic massage may form a type of mental-physical addiction or attraction for the Rapha. Those who have received Gaia's Blessing will feel all pain drawn from their bodies and experience an intense sense of relaxation and tranquility. Patients who have sustained levels of pain will tend to fall asleep once the pain is relieved. Gaia's Blessing is not permanent and only lasts for a day or two unless the source of the pain has been alleviated. It has no effect at all on the undead. 

  • DIFF: 80+
  • Energy/Mana: 5
  • Mod: Intuition, Occult, Mental Skill
  • Resist: None
  • Affects:
    • The Patient is temporarily relieved from all pain for several OOC days.
    • The Patient receives 10 Energy Points.
    • Addiction: Patients who have successfully had Gaia's Blessing used on them must make an addiction roll. If they roll a natural 1-10, they begin to form an emotional dependency to the Rapha, or any Rapha who can provide that Ahhhhhh sensation with their Soothing Touch.

◉◉◉◉◉◉◎◎◎: RAPHA LEVEL 6 — HEAL NON-LIFE-THREATENING WOUNDS

This level of supernatural healing assists in a more rapid recouperation process by the Laying of Hands. Once a patient has been successfully triaged using the Level 2 Skill (sutures, bones set, etc.), the Rapha may lay hands on the patient, focusing the small amount of Gaia’s mana they can channel into the body of the patient. 

DIFF: 80+
Energy/Mana: 10
Mod: Medical, Intuition, Occult
Affects: 

  • Patients who are unconscious with 0 HP:  now have 10 HP and are concious
  • Other Physical Trauma: 30 HP (and then begin to heal normally if not fully healed)
  • Poison: Neutralized  (no HP healed)

NOTE: If a patient is dead, this ability will not bring them back or restore any HP.


◎: RAPHA LEVEL 7 — TOUCH OF MORPHEUS

Sometimes a patient is in so much pain that sedating them is the only way to begin treatment. This ability is also used when a patient is not being cooperative in their own recovery. To prevent further injury, a Rapha of this level of ability may use Touch of Morpheus to quickly put their patient to sleep. 

Touch of Morpheus cannot be used in battle and lasts as long as the scene or until the Rapha wishes to wake the patient (whichever comes first). It has no effect on non living creatures.              

  • DIFF: 80+
  • Energy/Mana: 15
  • Mod: Intuition + Occult.            
  • Resist: Physical Defense 
  • Duration: Scene

◎: RAPHA LEVEL 8 — HEAL LIFE-THREATENING INJURIES

This supernatural ability allows the Rapha to lay hands on the patient to heal life-threatening injuries and requires a great deal of focus to perform. A Rapha may only successfully perform this type of healing on a patient once per scene. 

This powerful ability is one of the few abilities that has a chance of bringing other Characters back to life, but it must be used in the same scene as when the Character died in order to be effective.

  • DIFF: 65+
  • Energy/Mana: 15
  • Mod: Medical, Occult

SUCCESS ROLL CHART:

1-10: DOH! You just made things worse. Not only did you not heal the patient’s injuries, you exacerbated them with an additional 5HP of damage. If they are still alive, best get out a needle and thread and do it the old fashioned way.  

11-64: No effect. 
Refocus your efforts, say a prayer to Gaia and try again.         

Roll: 65-75: Mildly Successful - add 10HP
Your patient will live, and that’s the important thing. Wounds are stabilized and already starting to heal. But your patient will need to take it easy for a week or so.             

Roll 76-90: Fairly Successful - add 20HP
Impressive! Wounds are fully healed within two days and your patient is able to move and walk around within hours. While running and fighting is not advisable, they’re not on Death’s doorstep any longer.

Roll 91-110: Very Successful - add 30HP           
You’re amazing! As soon as your hands are lifted, your patient is fully healed. No scars, no side effects. In many cases, better than before.             

Roll 111+: It’s A Miracle! - restores Full HP          
Gaia appears to have had a personal interest in this, allowing you to fully heal your patient in every way. Injuries, genetic disorders, cancers and other diseases are no longer present in the patient’s body. Missing body parts suddenly grow back and they regain full health. 

  • If the patient is a Garou Metis, the patient will still be Metis but have a 10% (Metis Player must roll a natural 1-10) chance to regain fertility. In the case of a Metis, missing body parts, deformities or other genetic disorders the patient was born with do not grow back or become corrected.
  • While the patient is restored to perfect health in every way, the Rapha’s health drops by 50 HP. If this puts the Character at 0 HP or below, they immediately fall unconscious and slip into a coma for one OOC day. They will awaken after 24 hours with 10HP, weakened and requiring time to heal normally, unless another Rapha uses a Garnet Spirit Heal on them. 
  • If the patient was rendered clinically dead during the scene, they regain 1 HP and are now alive.


MASTER LEVELS

: RAPHA LEVEL 9 — SPIRIT IN THE CRYSTAL 

When a Rapha has reached the 9th level of healing, he/she/they takes on the title of Master Rapha (or simply the prefix Master, much like Dr.) once they have successfully created their first healing crystal. 

Healing crystals contain powerful spirits that significantly amplify a Rapha's ability to channel spirit healings for physical injuries. However, Gaia rarely gives with both hands. For every point of healing the Rapha restores, he/she/they lose an amount of their own HP in exchange.

The Rapha determines exactly how much of their own Health Points they will sacrifice (at an exchange rate of 1 of their HP to heal 3 HP for the patient). This must declare in chat before rolling.

For example: A Rapha using a Garnet Crystal presses it to the body of a Garou suffering from a claw gash to the torso. The Garou has lost 45HP. To fully heal the patient, the Rapha would have to exchange 15 of his/her/their own Health Points (45 ÷ 3 = 15). Round up for odd numbers. A Rapha is physically not capable of willingly giving up their last HP to heal using Spirit Heal. 

The Nature of Healing Crystals and How to Use Them
Healing Crystals must be created and earned in sequential order, these being:

  1. Amethyst - Poisons
  2. Garnet - Flesh and Internal Wounds, Blood Loss
  3. Turquoise - Skeletal & Lungs
  4. Clear Quartz - Master Healer
  5. Black Sapphire - Return Damage

You cannot skip a crystal level since each crystal is a necessary step in the Rapha’s abilities upon which the following crystal can be achieved. Since a Rapha is still only human, they require the help of an experienced Garou Theurge to bind the spirit to the crystal.

Using Spirit Heal Crystals: 

  • Crystals must be held by the Rapha, or pressed/placed against the injured person in order to be effective. 
  • A Rapha is only able to perform this powerful healing ability with the assistance of a spirit bound within a perfect natural crystal. Any spirit crystal is capable of an exchange healing of 3 HP of the target for the 1 HP of the Rapha’s health. Though certain crystals can give an additional boost to specific afflictions. 
  • A Rapha who has created the first of their healing crystals (Amethyst) will wear a purple sash, belt, or other purple item of clothing that symbolizes their higher level of learning and ability. The next achieved spirit crystal permits the Rapha to wear the next level sash, which in this case is Red, representing the healing powers of the Garnet.   

CREATING A SPIRIT CRYSTAL: Ritually Binding a Spirit

To begin, the Rapha must find a perfect crystal specimen to house the spirit he/she/they will invite to inhabit the stone. This is not typically too difficult to do as the healing stones are semi precious and not usually uncommon. Though a perfect specimen may require a bit of effort to find. Things to consider when looking for a crystal: 

  • Color, 
  • Size 
  • Clarity/Perfection

As a rule, a stone should be larger than a marble but generally no bigger than a golf ball if the Rapha plans to carry the stone on them for healing. Once a sufficient stone is found, the Rapha must engage the assistance of a Garou Theurge to bind an appropriate spirit into it. 

Both the Rapha and the Theurge must roll for success. The Rapha rolls to determine the quality and suitability of the crystal they have chosen. The Theurge rolls to entice a spirit to inhabit the crystal. Both rolls must be successful in order for the Spirit to inhabit the crystal.

  1. Rapha's Roll:
    DIFF: 90+
    Energy/Mana: 30
    Mod: Craft, Occult, Physical Skill


  2. Theurge's Roll:
    DIFF: 70+
    Energy/Mana: 20
    Mod: Willpower, Mental Skill

For example: the Rapha rolls a modified 95 and is successful, but the Theurge only rolls a 65 and fails his roll. The Rapha will need to roll again and hope both he and the Theurge successfully make their next modified rolls. If the Rapha fails his roll, the Theurge will not need to make a roll until the Rapha is successful. Again, the team only has three sets of chances per OOC day. After which, they must try again on the following day.

If during this time either the Rapha or the Theurge botch the roll (a natural 1-10), the stone will crack and a new crystal will need to be purchased. 

NOTE: If the botch occurs while attempting to bind a vengeful spirit into a Black Sapphire, the stone will explode with great force. This will cause 10HP of shrapnel damage to the Rapha, the Theurge, and anyone within a 5 meter radius of the exploding crystal. 


CRYSTAL PROPERTIES AND THEIR AFFECTS

All crystals will heal applicable Health Point damage in exchange for a certain number of the Rapha’s own Health Points (with the exception of the Black Sapphire Crystal). The Crystal must be touching the injured person’s body directly. The Player will still need to make a successful roll to determine if the Character's crystal has any healing impact on the target. 

Crystals will work on an injured person even if that person's Health Points are zero, literally bringing someone back from the brink of death. This includes anyone who has been technically killed or declared dead. However, the healing MUST take place before the end of the scene where the person lost all their Health Points (HP), otherwise they are clinically dead and the Rapha is unable to bring them back by any means.


HEALING CRYSTAL ROLLS: 
All Crystals Roll on the following difficulty and modifiers.

BOTCH! – With the exception of the Clear Quartz Crystal and the Black Sapphire Crystal, if a Rapha botches their roll (1-10), the target is still healed, but the Rapha spontaneously takes on all injuries of the target, immediately loses all their HP and falls unconscious for 24 hours until they can be medically treated for their injuries.

  • DIFF: 80+
  • MOD: Medical, Occult, Mental Skill
  • ENERGY/MANA: 15
  • Affect: 
    • Heals 3 Health Points in exchange for every 1 Health Point sacrificed by the Rapha.
    • See the Crystal you are using for additional applicable affects.

THE FIVE HEALING CRYSTALS, IN ORDER OF CREATION

  1. AMETHYST
    Purple Sash — Poisons and Viral/Bacterial Infections
    Affects:
    • Boosts Healing to 3HP for every 1HP of the Rapha's own Health on the first turn.
    • Cures all poisons at the end of the second turn.
    • Cures all Viral and Bacterial Infections
    • Cures Non-Genetic Blood Diseases
    • Known as the homeopathic penicillin stone, this spirit crystal glows a vibrant purple when placed over the heart of someone who has been poisoned, or who is suffering from viral, bacterial or blood diseases/infections. When the stone is touching an afflicted person, this crystal heals damage related to poison, viruses or bacteria. It cures the poison at the end of the second turn. Any turn-based damage due to the poison will still occur until the Rapha’s second turn where the poison is purged. Viral or Bacterial Infections are cured by the end of the scene.

  2. GARNET
    Red Sash — Flesh and Internal Wounds, Blood Diseases
    Affects:
    • Boosts Healing to 3HP for every 1HP of the Rapha's own Health.
    • Wounds healed with the Garnet Crystal will leave no scars.
    • Internal injuries will heal with no evidence of trauma.
    • Garnet is an excellent crystal for injuries and wounds caused by blunt force trauma or other internal ailments. It works equally as well for any blood infections or diseases. When placed on the injured, it heals 3HP of damage to every 1 HP sacrificed of the Rapha’s health.

  3. TURQUOISE
    Blue or Teal Sash — Skeletal - Lungs - Brain
    Affects:
    • Boosts Healing to 3HP for every 1HP of the Rapha's own Health.
    • Mends broken bones at the end of two turns.
    • Clears lungs of toxins and repairs damage.
    • Cancers can be put into full remission after a month or more of weekly treatments.
    • Cures strokes, brain bleeds, concussions and trauma. Requires full scene. 
    • This beautiful blue opaque crystal heals respiratory and skeletal injuries, as well as injuries to the skull and brain. Broken bones are fully healed within two turns. Patients will be stiff and very sore, unable to continue combat throughout the remainder of the scene but capable of defending themselves if necessary.

      Injury to the lungs from smoke, pepper spray, gasses, or other inhalants are nullified. Problems breathing due to bronchitis, asthma or other chronic breathing afflictions are alleviated for several days, though not fully cured. (This would require a more in depth healing process.)

      Issues of tumors or cancers in the lungs can be cured after several weeks of treatments. Keep in mind that the Rapha’s own health is being used to treat patients of their illnesses and he/she/they should not overtax their own health, requiring weeks if not months to cure serious illnesses and diseases.

      Damage to the skull, including concussion, brain bleeds, stroke are healed fully by the end of the scene. However, the patient will remain unable to move, fight or defend themselves.

      The Turquois Crystal does not heal flesh wounds. When used on the injured, it heals +3HP of damage to -1 HP of the Rapha’s health. Every session of healing serious illnesses still diminishes the Rapha’s health.

  4. CLEAR QUARTZ
    White Sash — Master Healer
    Affects:
    • Boosts Healing to 5HP for every 1HP of the Rapha's own Health.
    • Negates Botched Rolls and Gives the Rapha Player one Do-Over.
    • This powerful white crystal is considered the “Master Healer,” or “Life Stone.” When used simultaneously with any of the other stones, it negates a Botch Roll and lets the Player reroll with no penalties within the same turn for a better outcome (do-over). If a second Botch is rolled, then the Player must wait for their next turn to attempt a heal, but no negative results occur.

      The Clear Quartz Crystal allows you to reroll a healing botch using a Spirit Stone (with the exception of a Black Sapphire). When used on any injury (whether line of sight OR placing the stone on the injured person), it heals 5 HP of damage to 1 HP of the Rapha’s health.

  5. BLACK SAPPHIRE
    Black Sash — Return Damage
    Affects:
    • Boosts Healing to a max of 50HP.
    • Absorbs and stores identical affliction/damage in the stone. 
    • Does not require the Rapha to sacrifice any of his/her/their own Health Points in exchange.
    • Allows the Rapha to target another being and inflict an equal amount of damage and injury.
    • Known as the Death Stone, this crystal is created when a particularly vengeful or enraged spirit of sufficient power is bound to a perfect black sapphire. The opaque quality of the black sapphire makes it extremely difficult to know if there are any imperfections hidden within. Because of its color, black sapphire is often confused with onyx. Although both stones look very similar, onyx is actually softer, while sapphire is one of the hardest gemstones and a perfect vessel for the more dangerous spirit it will need to house.

      When used with any of the other stones (except for Clear Quartz), it can absorb the target’s injuries, which heals the person up to 50 HP of damage without incurring any reciprocal damage on the Rapha. The damage is absorbed by the stone, not the Rapha, and “charges” the Black Sapphire with an equal amount of Negative Health Points. A Black Sapphire Spirit Crystal can hold a charge of up to 50HP. (Notecard all RP and keep track of the absorbed HP damage and types/extents of injuries).

      The Black Sapphire will hold the Damage until:
    • The Rapha inflicts the damage on another living being
    • The stone is destroyed
    • The Black Sapphire fails to contain the damage
      • Loaded Black Sapphires are notoriously unstable. Any number of things (such as having it with you during combat turns, a fall or dropping the stone, taking any kind of damage, a car accident, etc.) can cause the Storyteller to ask the Player to make a roll for catastrophic failure. Rolling a natural 1-10 will unleash the full damage onto a random target. Everyone within a 10 meter radius will need to roll, including the Rapha. The person with the lowest roll takes the damage. A botch on this roll doubles the damage taken.

USING A LOADED BLACK SAPPHIRE AS A WEAPON
To target the fully loaded damage on another, the Rapha (using only the Black Sapphire) may aim the damage at another being and inflict that full injury at another (living or undead), causing identical HP damage. There is no resist to this.

It cannot be used on plants, animals, inanimate objects, or creatures of a significantly dissimilar anatomy. Only blunt force trauma injuries work on Vampires. 

For example, the Rapha absorbs a serious bacterial infection from a patient and heals him, absorbing 50HP of damage into the Black Sapphire. Inflicting that illness on a vampire would do nothing, given they are not subject to bacterial infections or viruses. But using a Black Sapphire that absorbed HP damage from a sword gash will inflict that same damage on the Vampire.

Inflicting damage on another being is the only way to discharge the crystal. While a Rapha who uses this skill recants his or her vow to “do no harm,” one that has deliberately used their skills to injure others may find taking lives is easier than saving them. For this reason, a Rapha who wears a black sash and has used this ability with questionable integrity may be looked upon with trepidation, fear, avoidance, or even hostility. 

NOTE: Black Sapphire cannot be used with Clear Quartz and these stones must be kept separated from each other. Failure to do so will destroy the Clear Quartz and discharge the Black Sapphire.


Rolling a Botch:
The use of the Black Sapphire Crystal is not without its risks. A Botched roll will cause the attack to fully backfire, injuring the Rapha with the identical damage instead of the target. If a Rapha using this particular stone goes below 0 HP, they are killed.

(See DEATH AND MURDER IN DOMINIONS OF DARKNESS.)