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Medicine

Posts in Medicine
Anatomy
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill have a solid understanding of both humanoid and animal biological structures, allowing them to better treat a variety of beings. With a successful skill check, the character gains the bonus from any relevant aide specialization to any being they treat. In addition, the modifier for treating body damage is reduced by one per two skill points in Medicine. If the skill check fails, these modifiers may not be applied to the aide attempt on that being.
  • Specialization:  None
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Diagnose
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill is better able to assess damage in order to treat an injury. With a successful skill check, the character gains a bonus modifier equal to +1 per two skill points in Medicine to any aide attempt. In addition, with this skill they can perform basic forensics to determine a cause of death, time of death, etc. If the skill check fails, these modifiers may not be applied to the aide attempt on that being.
  • Specialization:  None
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First Aide
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This is a generic type of aide that can be used to bind wounds, stitch lacerations, or perform any basic battlefield care after combat. It can be used to treat both Health and Body damage to a limited extent. Treating Health damage has a base (-o-) difficulty and restores a number of points equal to the target's healing rate plus one per two skill points in Medicine. There's a difficult (-4) modifier to treat body damage; and it restores a number of points equal to the target's healing rate. A character who has lost all Health and Body, but has not suffered a devastating injury, i.e. beheading, cut in half, frozen, etc, can be stabilized with a very difficult (-8) skill check, while this doesn't restore lost hit points, it extends the number of critical rounds by one per skill point in Medicine (see Chapter 3.4: Injuries and Healing for more information). Disable damage may be treated, restoring use of the limb or appendage at a difficult (-4) modifier until it heals naturally or more advance treatment id provided. A medical kit is required to use this skill; without it there's an additional difficult (-4) modifier to any skill check. First Aide may be performed every three hours to treat Health damage; Body damage may be treated once per day; however, if the target takes additional Body damage the same day, a new skill check can be made to treat the new damage.
  • Example of use:  Use smelling salts to wake an unconscious ally; restore some degree of use to a disabled limb with a splint, treat an ally with antivenom, etc.
  • Specialization:  (Optional) Specific race or species; selecting a specialization restores a number of health points equal to that target's healing rate plus one per skill point in Medicine.
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Mend Break
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill are able to perform aid on those who have suffered disable damage outside of combat. For standard disable damage, with a successful skill check, full use of the limb or appendage is restored with no negative effects; for those who have suffered devastating disable damage, this skill may be used with a healing kit to splint broken bones, cauterize severed limbs, and stabilize those in shock with a difficult (-4) modifier. In addition, this skill can be used during combat to negate the second round effect of stun damage, at a cost of two actions. A medical kit is required to use this skill; without it there's an additional difficult (-4) modifier to any skill check. If the skill check fails, usage to the appendage is restored at a difficult modifier until the damage heals naturally or it is treated by someone with a higher skill rank.
  • Specialization:  (Optional) Specific race or species; selecting a specialization gives the character a +1 modifier per two skill points in Medicine to that aid attempt.
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(E) Battlefield Aide
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  Four actions
  • Description:  This is a quick type of aide that can be used to bind wounds and perform basic battlefield care while in combat. It can be used to treat both Health and Body damage to a limited extent. Treating Health damage has a base (-o-) difficulty and restores a number of points equal to the target's healing rate plus one per two skill points in Medicine. There's a difficult (-4) modifier to treat body damage; it restores a number of points equal to the target's healing rate and halts bleed out damage. Disable damage may be treated, restoring use of the limb or appendage at a difficult (-4) modifier until more advance treatment is provided. A medical kit is required to use this skill; without it there's an additional difficult (-4) modifier to the skill check. Once combat ends, additional aide may be performed to treat any existing Health or body damage.
  • Example of use:  Wrap a wound to stop bleeding, reset a joint to restore mobility, etc.
  • Prerequisites:  The First Aide skill and four skill points in Medicine
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(E) Forensics
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill know how to collect, preserve, and analyze biological evidence to provide details about a particular scene. With a successful skill check, the character can provide a general cause of death, time of death within a small window, determine the most likely weapon used, identify the presence of toxins, etc. It may also be used to locate clues about others who may have been at the scene, which may include general factors such as height, weight, species, gender, etc, depending on the circumstances. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again on that scene until the skill rank has increased.
  • Prerequisites:  The Anatomy skill and four skill points in Medicine
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(E) Herblore
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill has good knowledge of herbal remedies and how they affect the body. With a successful skill check, it may be used to locate herbal ingredients in an area, as well as to prepare and administer remedies. The character's ability to locate herbal ingredients is based on the number of skill points in Medicine, expert 4-7 points, master 8+ points; and expert can collect the required ingredients so long as the ingredients are native to the area, while a master is able to substitute the required ingredients with those that have similar properties and are native to a particular area. Remedies can be created to aid in healing, providing a +1 bonus to the target's healing rate per two skill points in Medicine, or to provide temporary relief from toxins, suspending the effects for one hour per skill point in Medicine. If the skill check fails, the character is either unable to locate herbal ingredients or fails to create the remedy, wasting the herbs.
  • Prerequisites:  The First Aide skill and four skill points in Medicine
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(E) Pharmacology
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill understand how chemicals affect the biological functions of the body. With a successful skill check, the character can synthesize chemical ingredients to create a hot-boost, which increases a particular attribute by one point per two skill points in Medicine for a number of rounds equal to the skill rank, or a spinstim, which negates the effects of fatigue for a number of rounds equal to the number of skill points in medicine. Once the effect of either enhancement wears off, the character enters a fatigue state; for each additional enhancement the character uses after the first in an encounter, they must make a Stamina save, if the save fails they immediately become uncomfortably warm and nauseated, which induces a fatigue state. If the skill check fails, the character is unable to synthesize the enhancement, wasting the chemicals.
  • Prerequisites:  The First Aide skill and four skill points in Medicine
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(E) Resuscitate
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill is able to revive, stabilize, and treat those who have reached the point of death. With a successful skill check, a character who has lost all Health and Body, but has not suffered a devastating injury, i.e. beheading, cut in half, frozen, etc, can be stabilized, gaining a number of health points equal to their healing rate plus one per two skill points in Medicine. Further, they can attempt to revive a character who has died within the last ten minutes, with a successful skill check at a difficult (-4) modifier. A medical kit is required for this skill. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, no more attempts may be made.
  • Prerequisites:  The First Aide skill and four skill points in Medicine
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(E) Triage
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This is an advanced type of aide that is used to treat physical injuries outside of combat. When treating body damage, with a successful skill check, bleeding damage is halted and a number of body points are restored equal the target's healing rate plus one per two skill points in Medicine. In addition, it can be used to reattach severed limbs with a difficult (-4) modifier. A surgical kit is required to use this skill. Triage may be performed every three hours to treat Body damage.
  • Prerequisites:  The Anatomy skill, the First Aide skill, and four skill points in Medicine
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(E) Toxicology
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill understand the ways in which synthetic or biologically produced chemicals impact biological functions. With a successful skill check, the character is able to identify a poison, venom, or toxin based on the presented symptoms, giving them a +1 bonus per skill point in Medicine to synthesize an agent that can hinder or neutralize the effects. If the toxicity modifier of the poison, toxin, or venom is greater than the number of skill points in Medicine, the agent will relieve the effects for one hour per skill point in Medicine, but if the number of skill points is greater than the toxicity modifier, the agent will neutralize it. In addition, this skill can be used to generate a number of doses of a poison, venom, or toxin, with a negative modifier equal to the number of skill points in Medicine. The specific effect of the toxin, i.e. damage, paralysis, blindness, etc, is dependent on the available chemicals. If the identify skill check fails, no bonus modifier is applied; if the synthesis skill check fails, the attempt fails and the chemicals are lost.
  • Prerequisites:  The Diagnose skill, the First Aide skill, and four skill points in Medicine
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(M) Epidemiology
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill understands the ways in which virulent pathogens spread and affect the body. With a successful skill check, the character is able to identify the type of affliction based on the presented symptoms, giving them a +1 bonus per two skill points in Medicine to synthesize an agent that can suppress the effects or cure the disease. Not all diseases can be cured, i.e. lycanthropy, vampiris, zombie fever, etc, and the agents typically have a timed effect, lasting a number of days per skill point in Medicine. Agents may take hours or days to complete a cure depending on the strength of the pathogen and degree of exposure. If the pathogen has a recurrent save, the agent will provide a bonus modifier equal to the number of skill points in Medicine at the time it was synthesized. If the identify skill check fails, no bonus modifier is applied; if the synthesis skill check fails, the attempt fails and the chemicals are lost.
  • Prerequisites:  The Diagnose skill, the First Aide skill, and eight skill points in Medicine
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(M) Field Surgery
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  Four actions
  • Description:  This is an advanced type of aide that is used to treat severe physical injuries while in combat. When treating body damage, with a successful skill check, bleeding damage is halted and a number of body points are restored equal the target's healing rate plus one per skill point in Medicine. In addition, it can be used outside of combat to perform most types of surgery, i.e. reattach a limb, remove shrapnel, repair an organ, etc. A surgical kit is required to use this skill.
  • Prerequisites:  The Triage skill and eight skill points in Medicine
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