Ogre:CharacterCodex:Skills:Medical

From RPGnet
Revision as of 07:05, 22 November 2006 by Olace (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


Medical

You aptitude at keeping people in good health and cure them when necessary.

Genetics

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

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.

Pharmaceutics

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.

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

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

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

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.