Friday, July 29, 2016

Miracles, Quackery, and Solid Science- Hydropathy in Victoriana Part 3



Any discussion about using hydropathy in a role-playing game wouldn’t be complete without a little talk about rules. First the Gamemaster must decide how well hydropathy works in the game world.  

Hydropathy could just be physical therapy and a diet regimen. In which case, no rules are needed and the gamemaster can just describe a visit to a spa like they would a trip to the hospital. Players still get a small bonus to their health pip recovery like a hospital, but that’s it. It’s a place of rest and healthy living under the care of a few trained physicians. Alternatively, the hydropathy clinic could be all hokum. If it’s run by amateurs or charlatans little or no bonus applies at all. 
 
While it’s fun to dig into historic medical practices, this is Victoriana. We have magic! Because hydropathy has roots in ancient pagan practices and was frowned on by many in the established medical community, I think its fun to put it under the wing of the magical branch with roots in ancient pagan practices frowned on by many in the established magical community: Petty Conjuring. Any respectable doctor of thaumatergy willing to look into conjuring receives the same ridicule as hydropathists.

Neptune’s Girdle
Ritual Cost: 3      
Difficulty: 1
Ritual length: 1 hr             
Activation range: Touch
Activation cost:   1  
Duration: Hours

The Conjurer holds a long strip of cloth submerged in fresh water for an hour asking the water for strength in an hour long ritual. The fortitude of any being with the cloth wrapped around their waist is doubled during the enchantment’s duration. Their health pips increase accordingly.
The cloth remains dripping wet until the ritual’s effect fades. If the cloth is removed or damaged in any way, the wearer looses all the effects of Neptune’s Girdle except for dampness around their midsection.

Rejuvenating Mineral Water Tonic
Ritual Cost: 2
Difficulty: 0
Ritual length: 1 hr
Activation range: Touch/Self
Activation cost: 1
Duration: Rounds

Water from a natural spring is bottled up, with the spring’s permission, and kept in a cool place during the ritual.
The focus actives by opening the bottle and sprinkling all its surprisingly cold contents on a nearby target. The target adds bonus dice to their initiative equal to any black dice they have from wounds. Additionally they ignore their wound penalties on all skill and attribute tests.

Additionally the spells Befuddle, Cat Nimble, Healing Poultice, and Ocean’s Gift, could have hydropathic versions. A long bath with some suspicious herbs, a quick spray in the right place before a fight, or small bottle in case of emergencies could all give an enchanted boost with the Water Cure.

More Magic
Finally, here is one last adventure idea to round out this series of posts:

The scabbard of King Arthur’s sword Excalibur, given to him by the Lady of the Lake, could heal wounds. The sorceress Morgan la Fey stole it, or took it back, leading to Arthur’s death. Its possible Morgan la Fey’s name is related to the similarly named monsters of Breton lore: Morgens, the beautiful river spirits who cause floods and seduce men underwater to drown.
Any hydropathy clinic with especially attractive nurses, and a miraculous reputation for recovery would draw many tired and influential men of business. Some might come back new men, entirely new men.

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