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Ogre:CharacterCodex:Skills:Medical
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=Medical= You aptitude at keeping people in good health and cure them when necessary. ==Genetics== {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !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== {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !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== {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !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== {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !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. {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !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=== ====Long-Term Care==== : 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==== : When a creature is stable, you can make a second First Aid check to make the creature disabled instead of unconscious. ====Treat Bleeding, Improved==== : 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==== : 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==== : 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.
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