Ogre:CharacterCodex:Skills:Medical: Difference between revisions

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Move Pharmaceutics to Craft, Chemical
 
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'''Description:''' This skill allows you to create mutation on unborn creature so they will develop specific capabilities when born.
'''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.
 
'''Check:''' See Upcoming Mutation section someday.
 
'''Action:''' The time spend on this skill depends on the mutation you want to create.
'''Action:''' The time spend on this skill depends on the mutation you want to create.


Line 56: Line 58:
'''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.
'''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.


==Pharmaceutics==
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
!Ability
|Intelligence
|-
!Action
|See below
|-
!Armor Penalty
|None
|-
!Untrained
|No
|-
!Concentration
|No
|}
'''Description:''' You can compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a circumstance bonus to Fortitude to resist attack from a specific disease.
'''Check:''' The Craft (pharmaceutical) check is based on the bonus the drugs provide.
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
!Bonus
!DC
!Purchase level
!Craft DC
!Time
|-
| +1
|5
|10
|1 hr.
|-
| +2
|10
|15
|3 hr.
|-
| +4
|15
|20
|6 hr.
|-
| +8
|20
|30
|12 hr.
|}
'''Total Success:''' The drugs double the bonus provided.
'''Action:''' The time you spend on this skill depends of the drug you want to create.


==Psychoanalysis==
==Psychoanalysis==
Line 128: Line 78:


'''Description:''' Psychoanalysis allows you to treat mental disease or problem.
'''Description:''' Psychoanalysis allows you to treat mental disease or problem.
'''Check:'''  
'''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.
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.
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.
'''Action:''' Providing long-term care requires 8 hours of light activity.



Latest revision as of 23:07, 30 December 2006


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.