Ogre:CharacterCodex:Skills:Medical
Medical[edit]
You aptitude at keeping people in good health and cure them when necessary.
Genetics[edit]
Ability | Intelligence |
---|---|
Action | See below |
Armor Penalty | None |
Untrained | No |
Concentration | No |
Description: This skill allows you to create mutation on unborn creature so they will develop specific capabilities when born.
Check: See Upcoming Mutation section someday.
Action: The time spend on this skill depends on the mutation you want to create.
Medicine[edit]
Ability | Intelligence |
---|---|
Action | See below |
Armor Penalty | None |
Untrained | No |
Concentration | No |
Proficiency: Poison, Disease
Description: To treat an ailment, poison or disease, means to tend a single character that is going to take more damage from the ailment (or suffer some other effect).
Check: You must beat the ailment Cure DC to treat it. Note: you must have a healing kit in order to use the medicine skill.
Total Failure: The next attack from the poison or the disease will have a bonus equal to your total failure.
Action: Treating poison is a standard action. Treating a disease takes 10 minutes of work.
Try Again: Yes, but each time you try to treat an ailment that resist your first attempt, your next try suffer a cumulative -4 penalty.
Psychoanalysis[edit]
Ability | Wisdom |
---|---|
Action | See below |
Armor Penalty | None |
Untrained | No |
Concentration | No |
Description: Psychoanalysis allows you to treat mental disease or problem.
Check: Long-Term Care: Providing long-term care means treating a traumatized person for a day or more. If your Psychoanalysis check is successful, the patient recovers Mental ability ranks at twice the normal rate: 2 skill ranks for a full 8 hours of rest in a day, or 4 skill ranks for each full day of complete rest.
You can tend as many as six patients at a time. Giving long-term care counts as light activity for the Psychoanalyst. You cannot give long-term care to yourself.
Action: Providing long-term care requires 8 hours of light activity.
Treat Injury[edit]
Ability | Wisdom |
---|---|
Action | See below |
Armor Penalty | None |
Untrained | No |
Concentration | No |
Proficiency: First Aid, Long-Term Care, Crippling, Pain, Bleeding
Check: The DC and effect depend on the task you attempt.
Task | DC |
---|---|
First aid | 15 |
Long-term care | 15 |
Treat crippling | 10 |
Treat pain | 10 |
Treat bleeding | 10 |
First Aid: You usually use first aid to save a dying character. If a character has negative Constitution and is not stable, you can make him or her stable. A stable character regains no Constitution rank but stops losing them.
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or Physical ability score points (lost to ability damage) at twice the normal rate: 2 hit points per rank of health for a full 8 hours of rest in a day, or 4 hit points per rank of Health for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Treat Crippling: A creature with a crippling wound has its movement reduced. A successful Heal check reduce the by 1 multiplier your speed penalty or reduce by 1 your maneuver penalty.
Treat pain: A creature may receive pain penalty from a wound. A successful Heal check reduces the pain penalty by 1.
Treat bleeding: A creature may receive a wound that makes him lose hit points every time he acts. A successful Heal check reduces the bleeding by one point.
A healer's kit gives you a +2 circumstance bonus on Heal checks.
Total Success: You double the effect of the healing.
Total Failure: You hurt your patient, he lose one hit points per rank of total failure.
Action: Providing first aid, treating a wound is a standard action. Providing long-term care requires 8 hours of light activity. Untrained: Yes; see below
Try Again: Varies. Generally speaking, you can't try a Heal check again without proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Feats[edit]
Long-Term Care[edit]
- When providing Long-Term care, the hit points or ability score points regains 3 times faster.
- Specialist: When providing Long-Term care, the hit points or ability score points regains 4 times faster.
- Expert: When providing Long-Term care, the hit points or ability score points regains 5 times faster.
- Master: When providing Long-Term care, the hit points or ability score points regains 6 times faster.
Recover[edit]
- When a creature is stable, you can make a second First Aid check to make the creature disabled instead of unconscious.
Treat Bleeding, Improved[edit]
- Bleeding is reduced by 2 points.
- Specialist: Bleeding is reduced by 3 points.
- Expert: Bleeding is reduced by 4 points.
- Master: Bleeding is reduced by 5 points.
Treat Pain, Improved[edit]
- Pain penalty is reduces by -2.
- Specialist: Pain penalty is reduces by -3.
- Expert: Pain penalty is reduces by -4.
- Master: Pain penalty is reduces by -5.
Treat crippled, Improved[edit]
- You reduce the speed penalty by 2 multipliers or reduce by 2 your maneuver penalty.
- Specialist: You reduce the speed penalty by 3 multipliers or reduce by 3 your maneuver penalty.
- Expert: You reduce the speed penalty by 4 multipliers or reduce by 4 your maneuver penalty.
- Master: You reduce the speed penalty by 5 multipliers or reduce by 5 your maneuver penalty.