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Medicine

Talents and Skills


This Module contains more detailed rules for Skills used to heal injuries and diseases. Each following paragraph represents a Skill, with the linked Talent given in parentheses.

Diagnosis (Logic)

Diagnosis is used to determine the causes of diseases or poisoning and the extent of injuries. This Skill only needs to be used if these aren't already known. One Success is required to use Pharmacy or Surgery effectively. Each use uf this Skill takes ten minutes, minus one minute for each additional Success.

Pharmacy (Logic)

Pharmacy covers the production and application of drugs. It is used to heal the effects of diseases and poisons. Each use of the Skill takes one hour (but acquiring the ingredients may take longer) and can only be used once per patient and day. Each Success restores one HP or cures one symptom caused by a poison or disease. The GM may reduce the effective Skill for extremely dangerous or obscure diseases and poisons. It is also possible to produce and stockpile Antidotes for specific uses. Roll the Skill Check during production. Antidotes can be used during First Aid without additional Skill Checks or time, but do otherwise follow the rules for Pharmacy.

First Aid (Technics)

First Aid is used for temporarily treating injuries to prevent further damage. Each use of this Skill takes one minute. Every Open Wound needs one Success to close; additional Successes reduce the required time by two Rounds each.

Surgery (Technics)
Surgery allows restoring lost HP or Attribute points. Roll an Extended Check with a Base Time of one hour. Each Success restores one HP or Attribute point, and one additional Success is required to complete the operation. The patient suffers an Open Wound if the surgeon leaves an operation in the middle.

Open Wounds
A character receives an Open Wound whenever he loses more HP than his Strength at once. He then needs to roll at least one Success in a Fitness Check every minute or lose another HP. An Open Wound closes itself once the sum of Successes rolled in these Checks exceeds the number of HP lost.

Natural Healing
Damage can heal itself over time. A character regenerates one HP per day and one FP per minute even without medical attention. Attribute points regenerate at one point per week once all HP are restored.

Tools
Each medical Skill requires tools costing 100$ and weighing 1kg. The GM may reduce the effective Skill for improvised tools. Better tools may be available in more advanced worlds. For each additional increase in Skill, cost and weight are multiplied by ten.

Version 1.01 EN

CC BY-NC-SA, Adrien Pfeuffer, 2013

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