Difference between revisions of "Natural Healing"

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* '''Emergency Medical Care''', such as that found in Emergency and Trauma Rooms, used to alleviate the damage inflicted in serious injuries; and  
 
* '''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.
 
* '''Extended Medical Care''', used to help a patient recover from injury more quickly.
 
+
'''Suggested Equipment:''' First Aid Kit (+1), EMT or Military Field Kit (+2), Medical Facility (+3); '''Possible Penalties:''' Insufficient tools (-1), Self-treatment (-2), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)
===First Aid===
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===First Aid (Injured)===
'''Dice Pool:''' Dexterity + Medicine
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This is first aid used on someone who has been injured in some way, but is not dying.
 
+
'''Dice Pool:''' Dexterity + Medicine; '''Action:''' Instant (one minute per total damage suffered)
'''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.
+
** '''Exceptional Success:''' Two lethal damage is converted to two bashing damage. The patient also gains the [[Template:Condition-Glowing Health|Glowing Health]] Condition.
 
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** '''Success:''' One lethal damage is converted a bashing damage. If there are no lethal damage, one bashing damage is healed outright.
* ''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:''' Basic injuries are tended to as best as possible, without mechanical benefit.
* ''Failure:'' No further progress is made.
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** '''Dramatic Failure:''' Something goes terribly wrong. The patient begins Dying.  
* ''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.
+
===First Aid (Dying)===
* ''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.
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'''Dice Pool:''' Dexterity + Medicine; '''Action:''' Extended (Difficulty of Health damage taken); '''Interval:''' One minute; '''Note:''' Dying patients will continue to change one lethal wound to an aggravated wound per minute.  
* ''Suggested Equipment:'' First Aid Kit (+1), EMT or Military Field Kit (+2), Medical Facility (+3)
+
* '''Exceptional 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.
* ''Possible Penalties:'' Insufficient tools (-1), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)
+
* '''Success:''' Successes are added to the accumulated total. One lethal damage is still upgraded to an aggravated damage.
 
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* '''Failure:''' Medic must choose to either end the test outright, ceasing her efforts, or take the [[Template:Condition-Frustrated|Frustrated]] Condition to continue.
 +
* '''Dramatic Failure:''' The patient dies.
 
===Emergency Medical Care===
 
===Emergency Medical Care===
'''Dice Pool:''' Intelligence + Medicine
+
'''Dice Pool:''' Wits + Medicine; '''Action:''' Extended (Open-Ended - each 3 successes treats a lethal wound, each 5 successes treats an aggravated wound; all aggravated wounds must be treated before any lethal wounds can be treated); '''Interval:''' Thirty  minutes.
 
+
* '''Exceptional Success:''' In addition to adding successes, choose one of the following: Reduce Interval to twenty minutes for rest of test; patient also gains the [[Template:Condition-Glowing Health|Glowing Health]] Condition; or regain a Willpower.
'''Action:''' Extended (Target Number: 3 for lethal wounds, 5 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.
+
* '''Success:''' Add successes to total.
 
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* '''Failure:''' Medic must choose to either end the test outright, ceasing her efforts, or take the [[Template:Condition-Frustrated|Frustrated]] Condition to continue.
* ''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.
+
* '''Dramatic Failure:''' Surgical table accident. Patient begins Dying, requiring immediate First Aid. Emergency Medical Care cannot be administered again.
* ''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===
 
===Extended Medical Care===
'''Dice Pool:''' Wits + Medicine
+
'''Dice Pool:''' Intelligence + 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.; '''Interval:''' 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. '''Notes:''' In a hospital environment, most of these rolls are actually made by the nursing staff, with doctors checking in on progress.
 
 
'''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)
 
  
 +
* '''Exceptional Success:''' In addition to adding dice to the Stamina check, the patient gains the [[Template:Condition-Glowing Health|Glowing Health]] Condition.
 +
* '''Success:''' Add successes to recovery roll.
 +
* '''Failure:''' No dice are added to recovery roll.
 +
* '''Dramatic Failure:''' Medical mishap. The lowest category of damage is upgraded 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 (•• or ••••)==
 
==Merit: Quick Healer (•• or ••••)==
'''Prerequisites:''' Stamina •••
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'''Prerequisites:''' Stamina •••<br>
 
 
 
'''Effect:''' Your character recovers from wounds far more quickly than others. At 2 dots, you gain the 9-Agains benefit on natural healing rolls. At 4 dots, you gain 8-Agains on natural healing rolls.
 
'''Effect:''' Your character recovers from wounds far more quickly than others. At 2 dots, you gain the 9-Agains benefit on natural healing rolls. At 4 dots, you gain 8-Agains on natural healing rolls.

Revision as of 12:29, 7 August 2014

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

Base Mechanic

  • Extended Stamina roll
    • Exceptional Success: You make a stunning recovery, healing one point of the appropriate type of damage per success, but also gaining the Glowing Health Condition.
    • Success: Healing proceeds apace, healing one point of the appropriate type of damage per success.
    • Failure: Some kind of setback occurs that slows down healing.
    • Dramatic Failure: Not only does no healing occur, but the character is afflicted with the Health Crisis Condition.
  • Each roll is made at a base Interval, which doubles for each roll after the first.
  • No limit to the number of rolls that can be made, regardless of pool size.

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 eight 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:

  • 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.

Suggested Equipment: First Aid Kit (+1), EMT or Military Field Kit (+2), Medical Facility (+3); Possible Penalties: Insufficient tools (-1), Self-treatment (-2), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)

First Aid (Injured)

This is first aid used on someone who has been injured in some way, but is not dying. Dice Pool: Dexterity + Medicine; Action: Instant (one minute per total damage suffered)

    • Exceptional Success: Two lethal damage is converted to two bashing damage. The patient also gains the Glowing Health Condition.
    • Success: One lethal damage is converted a bashing damage. If there are no lethal damage, one bashing damage is healed outright.
    • Failure: Basic injuries are tended to as best as possible, without mechanical benefit.
    • Dramatic Failure: Something goes terribly wrong. The patient begins Dying.

First Aid (Dying)

Dice Pool: Dexterity + Medicine; Action: Extended (Difficulty of Health damage taken); Interval: One minute; Note: Dying patients will continue to change one lethal wound to an aggravated wound per minute.

  • Exceptional 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.
  • Success: Successes are added to the accumulated total. One lethal damage is still upgraded to an aggravated damage.
  • Failure: Medic must choose to either end the test outright, ceasing her efforts, or take the Frustrated Condition to continue.
  • Dramatic Failure: The patient dies.

Emergency Medical Care

Dice Pool: Wits + Medicine; Action: Extended (Open-Ended - each 3 successes treats a lethal wound, each 5 successes treats an aggravated wound; all aggravated wounds must be treated before any lethal wounds can be treated); Interval: Thirty minutes.

  • Exceptional Success: In addition to adding successes, choose one of the following: Reduce Interval to twenty minutes for rest of test; patient also gains the Glowing Health Condition; or regain a Willpower.
  • Success: Add successes to total.
  • Failure: Medic must choose to either end the test outright, ceasing her efforts, or take the Frustrated Condition to continue.
  • Dramatic Failure: Surgical table accident. Patient begins Dying, requiring immediate First Aid. Emergency Medical Care cannot be administered again.

Extended Medical Care

Dice Pool: Intelligence + 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.; Interval: 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. Notes: In a hospital environment, most of these rolls are actually made by the nursing staff, with doctors checking in on progress.

  • Exceptional Success: In addition to adding dice to the Stamina check, the patient gains the Glowing Health Condition.
  • Success: Add successes to recovery roll.
  • Failure: No dice are added to recovery roll.
  • Dramatic Failure: Medical mishap. The lowest category of damage is upgraded 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 (•• or ••••)

Prerequisites: Stamina •••
Effect: Your character recovers from wounds far more quickly than others. At 2 dots, you gain the 9-Agains benefit on natural healing rolls. At 4 dots, you gain 8-Agains on natural healing rolls.