Difference between revisions of "Natural Healing"

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==Using Medicine==
 
==Using Medicine==
Receiving medical treatment can aid in recovering from wounds.
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Receiving medical treatment can aid in recovering from wounds. The three main uses of Medicine are for ''First Aid'', used to treat non-life threatening injuries, or to prevent death in the case of potentially lethal wounds; ''Emergency Medical Care'', such as that found in Emergency and Trauma Rooms, used to alleviate the damage inflicted in serious injuries; and ''Extended Medical Care'', used to help a patient recover from injury more quickly.
  
 
===First Aid===
 
===First Aid===

Revision as of 18:38, 23 July 2007

Rather than have healing be performed through the use of normal healing times.

Base Mechanic

  • Extended Stamina roll
    • Each success on the roll heals one wound of that type.
    • Each roll is made at a base Interval, which doubles for each roll after the first.

Intervals

  • Bashing: Fifteen minutes per roll, doubling with each roll, maximum of four hours per roll.
  • Lethal: One day per roll, doubling with each roll, maximum of sixteen days per roll.
  • Aggravated: One week per roll, doubling with each roll, maximum of sixteen weeks per roll.

Using Medicine

Receiving medical treatment can aid in recovering from wounds. The three main uses of Medicine are for First Aid, used to treat non-life threatening injuries, or to prevent death in the case of potentially lethal wounds; Emergency Medical Care, such as that found in Emergency and Trauma Rooms, used to alleviate the damage inflicted in serious injuries; and Extended Medical Care, used to help a patient recover from injury more quickly.

First Aid

Dice Pool: Dexterity + Medicine

Action: Extended (one success is required per Health Level suffered); each roll represents one minute of work. Success on this roll either heals a single bashing damage, or if the patient is dying, stops the process thereof. Dying patients will continue to change one lethal wound to an aggravated wound per minute.

  • Dramatic Failure: You not only fail to provide aid, but you lose all accumulated successes and accidentally inflict an additional Health Level of damage. If the patient is dying, one additional lethal wound becomes aggravated, in addition to the normal process.
  • Failure: No further progress is made.
  • Success: Successes are added to the accumulated total. If the character is dying, however, the normal transformation of a lethal wound to an aggravated wound still occurs.
  • Dramatic Success: Not only do you add all your successes to the accumulated total, but you prevent the change of one lethal wound to an aggravated one for this minute.
  • Suggested Equipment: First Aid Kit (+1), EMT or Military Field Kit (+2), Medical Facility (+3)
  • Possible Penalties: Insufficient tools (-1), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)

Emergency Medical Care

Dice Pool: Intelligence + Medicine

Action: Extended (Target Number: 5 for lethal wounds, 10 for aggravated wounds); each roll represents thirty minutes of work. Success on this roll downgrades the wound level by one step, from aggravated to lethal, and lethal to bashing. This surgical intervention must be used to deal with aggravated wounds first - lethal wounds cannot be downgraded to bashing wounds until all aggravated wounds have been downgraded to lethal wounds. Once a given surgeon has made a total number of rolls equal to his Wits + Medicine dice pool, he has done all he can for that patient. Only a medical practitioner with a greater Wits + Medicine can do any good.

  • Dramatic Failure: Surgical table accident. The patient begins dying, as though he had his last Health Level marked with a lethal wound, likely requiring quick first aid to forestall.
  • Failure: No further progress is made.
  • Success: Successes are added to the accumulated total.
  • Dramatic Success: Successes to the accumulated total.
  • Suggested Equipment: Set of surgeon's tools (+1), field surgical kit (+2), non-surgical medical facility (+2), surgical medical facility, including surgical team (+3)
  • Possible Penalties: Insufficient tools (-1), Non-sterile environment (-2), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)

Extended Medical Care

Dice Pool: Wits + Medicine

Action: Teamwork; successes on this roll add to the patient's Stamina (to a maximum of doubling the patient's dice pool) for his healing rolls. The amount of time that the patient must be cared for on a daily basis is based on their worst wounds: aggravated requires round-the-clock treatment, lethal requires a number of hours a day equal to the patient's current wound total (including bashing damage) and bashing requires only an hour of treatment a day to benefit from these bonus dice.

In a hospital environment, most of these rolls are actually made by the nursing staff, with doctors checking in on progress.

  • Dramatic Failure: Medical accident. A lethal wound is upgraded to an aggravated wound; if the patient has only bashing wounds, one bashing wound is upgraded to a lethal wound.
  • Failure: No further progress is made.
  • Success: Successes are added to the recovery roll.
  • Dramatic Success: In addition to adding successes to the recovery roll, one of the patient's worst wounds is downgraded by one step.
  • Suggested Equipment: Basic medical facility (+1), Typical medical facility (+2), Expensive and cutting edge medical facility (+3)
  • Possible Penalties: Basic Home care (-1), No medical tools or kits (-1), Third world conditions (-2), Wilderness (-3)

Merit: Quick Healer (• - •••••)

Prerequisites: Stamina •••

Effect: Your character recovers from wounds far more quickly than others. For each dot in this Merit, add one to his Stamina rolls to recover from wounds. This is explicitly a bonus, rather than part of the dice pool (thus, it does not increase the number of dice that can be added to your character's recovery rolls from Medicine).