Difference between revisions of "Medicine"

(Created page with "Medicine is the lore of the human body. Depending on a character's particular inclination, it may cover both practical relief of trauma and injury, as well as the academic tra...")
 
 
Line 1: Line 1:
Medicine is the lore of the human body. Depending on a character's particular inclination, it may cover both practical relief of trauma and injury, as well as the academic tradition based in Greek and Roman scholarship, which is often greatly mistaken about the realities of anatomy and physiology. Medicine also covers the knowledge of which herbs and plants are useful for remedying ills.
+
[[File:Medicine.png|400px|center]]
 +
In a time when hospitals and pharmacies are non-existent, individuals with even the most rudimentary medical knowledge are in high demand. Medicine is the lore of the human body. Whether a character is carrying on a long line of family tradition or knowledge was passed down from a mentor, this skill is a hodgepodge of science and word of mouth.  Depending on a character's particular inclination, it may cover both practical relief of trauma and injury, as well as the academic tradition, which is often greatly mistaken about the realities of anatomy and physiology. Medicine also covers the knowledge of which herbs and plants are useful for remedying ills.
 +
 
 +
Application of the healing arts can help restore a patient's lost Health points. Treatment can occur in the field through first aid or in a doctor's clinic or ER. While medical treatment can stabilize a patient or alleviate his pain, it isn't usually capable of miraculous cures or recoveries.  That requires time and rest on the patient's part, and prolonged care.
  
 
Possessed by: Apothecaries, Barbers, Doctors, Herbalists, Ladies, Midwives, S
 
Possessed by: Apothecaries, Barbers, Doctors, Herbalists, Ladies, Midwives, S
 
Specialties: Battle Wounds, Childbirth, Diagnosis, Disease, First Aid, Herbs, Minor Surgery, Poison Treatment.
 
Specialties: Battle Wounds, Childbirth, Diagnosis, Disease, First Aid, Herbs, Minor Surgery, Poison Treatment.
 +
 +
*'''Dice Pool:''' [[Dexterity]] or [[Intelligence]] + Medicine + Equipment
 +
*'''Action:''' Extended (one success is required per Health point of damage suffered; each roll represents first aid or long-term treatment.<br><br>
 +
 +
:'''General Roll Results'''
 +
 +
:*'''Success:''' Your character’s diagnosis and treatment improves the patient’s condition.
 +
:*'''Exceptional Success:''' Your character’s treatment and diagnosis is so effective that the patient’s recovery time is decreased.
 +
:*'''Failure:''' Your character’s diagnosis or treatment has no effect on the patient’s condition.
 +
:*'''Dramatic Failure:''' Your character has made an improper diagnosis of a patient’s condition and his treatment makes the condition worse. The more serious the condition, the greater the harm. Misdiagnosing a cold instead of a virus might only make the sickness last longer, while improperly treating a stab wound may result in infection or death.
 +
 +
Achieving sufficient successes (equal to the total, overall Health points lost by the patient) restores one Health point lost to bashing damage, in addition to any healing that the character already does under his own power. A patient may regain no more than one "extra" Health point by this means per day. Alternatively, a patient who's bleeding to death or in a coma is stabilized if one success is achieved on the roll. (The loss of Health points to aggravated damage each minute is stopped; see "Incapacitation," nWoD p. 173.<br><br><br>
 +
 +
'''Intensive Care'''
 +
Round-the-clock, intensive care diminishes a patient's injuries, downgrading the nature of wounds by one degree.  Thus, a lethal wound can be downgraded to bashing, and an aggravated wound can be downgraded to lethal. Such treatment can occur with the highest skilled care.  This kind of treatment always focuses on the worst of the patient's injuries first.  ''Note that this treatment does not eliminate wounds. It simply minimizes them.'' A patient must heal downgraded injuries completely by himself or receive other treatment to eliminate them.
 +
* An extended [[Intelligence]] + Medicine roll is made. 
 +
 +
*'' Each roll requires an hour.
 +
*'' The number of successes required is five for a lethal wound
 +
*'' The number of successes required is 10 for an aggravated wound
 +
*'' An aggravated wound is downgraded to lethal before a lethal wound is downgraded to bashing.
 +
*'' No more than one wound can be downgraded per day of treatment.

Latest revision as of 18:39, 27 May 2019

Medicine.png

In a time when hospitals and pharmacies are non-existent, individuals with even the most rudimentary medical knowledge are in high demand. Medicine is the lore of the human body. Whether a character is carrying on a long line of family tradition or knowledge was passed down from a mentor, this skill is a hodgepodge of science and word of mouth. Depending on a character's particular inclination, it may cover both practical relief of trauma and injury, as well as the academic tradition, which is often greatly mistaken about the realities of anatomy and physiology. Medicine also covers the knowledge of which herbs and plants are useful for remedying ills.

Application of the healing arts can help restore a patient's lost Health points. Treatment can occur in the field through first aid or in a doctor's clinic or ER. While medical treatment can stabilize a patient or alleviate his pain, it isn't usually capable of miraculous cures or recoveries. That requires time and rest on the patient's part, and prolonged care.

Possessed by: Apothecaries, Barbers, Doctors, Herbalists, Ladies, Midwives, S Specialties: Battle Wounds, Childbirth, Diagnosis, Disease, First Aid, Herbs, Minor Surgery, Poison Treatment.

  • Dice Pool: Dexterity or Intelligence + Medicine + Equipment
  • Action: Extended (one success is required per Health point of damage suffered; each roll represents first aid or long-term treatment.

General Roll Results
  • Success: Your character’s diagnosis and treatment improves the patient’s condition.
  • Exceptional Success: Your character’s treatment and diagnosis is so effective that the patient’s recovery time is decreased.
  • Failure: Your character’s diagnosis or treatment has no effect on the patient’s condition.
  • Dramatic Failure: Your character has made an improper diagnosis of a patient’s condition and his treatment makes the condition worse. The more serious the condition, the greater the harm. Misdiagnosing a cold instead of a virus might only make the sickness last longer, while improperly treating a stab wound may result in infection or death.

Achieving sufficient successes (equal to the total, overall Health points lost by the patient) restores one Health point lost to bashing damage, in addition to any healing that the character already does under his own power. A patient may regain no more than one "extra" Health point by this means per day. Alternatively, a patient who's bleeding to death or in a coma is stabilized if one success is achieved on the roll. (The loss of Health points to aggravated damage each minute is stopped; see "Incapacitation," nWoD p. 173.


Intensive Care Round-the-clock, intensive care diminishes a patient's injuries, downgrading the nature of wounds by one degree. Thus, a lethal wound can be downgraded to bashing, and an aggravated wound can be downgraded to lethal. Such treatment can occur with the highest skilled care. This kind of treatment always focuses on the worst of the patient's injuries first. Note that this treatment does not eliminate wounds. It simply minimizes them. A patient must heal downgraded injuries completely by himself or receive other treatment to eliminate them.

  • Each roll requires an hour.
  • The number of successes required is five for a lethal wound
  • The number of successes required is 10 for an aggravated wound
  • An aggravated wound is downgraded to lethal before a lethal wound is downgraded to bashing.
  • No more than one wound can be downgraded per day of treatment.