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Pulp Healing Skills

Page history last edited by Michael 9 years, 6 months ago

back to the Pulp Skills page

 


 

First Aid

Knowledge; base 30%

     This skill covers knowledge of rudimentary medical care.

     It represents the immediate on-the-scene care and treatment of injuries by untrained or partially trained characters. It does not involve a great deal of medical knowledge or know-how, but rather just enough to stop bleeding, bandage wounds, treat minor burns, set a broken limb, resuscitate someone who’s drowning, or revive an unconscious person.

     First Aid has no effect on poisons, diseases, or subtle physical ailments. These must be treated with other skills.

     It normally takes at least 5 minutes to administer First Aid, and both characters must remain stationary and may not use other actions during this time.

     A character may apply First Aid to himself, with a -5% skill penalty.

     If First Aid is used on a dying character, it does not confer any immediate gain in Hit Points, but extends the characters life so that the Doctor skill can use used.

     A location that has had any type of First Aid administered to it may not benefit from First Aid again until it has fully healed.

 

First Aid skill test results

Success

Restores 1d3 Hit Points due to a single wound, location, or injury

Special

Restores 2d3 Hit Points due to a single wound or injury.

Critical

Restores 3+1d3 Hit Points to a single wound or injury.

 

Cure Disease

Knowledge; base 00%

     A successful roll under the character’s Cure Disease or Doctor skill enables a patient suffering from the effects of a disease to add a bonus to his next attempt to resist the disease’s Potency. The bonus is equal to the healer’s skill divided by 5. This skill can be used for and/or with complementary rolls in other medical skills.

 

Diagnose

Knowledge; base 00%

     A successful roll under the character’s Diagnose skill allows a caregiver to discern an illness, malady or injury that someone might be suffering from, allowing the best treatment to be selected. This can be used for and/or with complementary rolls in formal medical skills.

 

Doctor

Knowledge; base 00%

     At a level of 25% or more, characters with this skill are trained in the use of basic medical diagnostic and treatment equipment and procedures such as blood typing, defibrillators, electrocardiogram, X-ray machines, iron lungs, and dialysis equipment.

     This skill can also be referred to as Healer, Healing, or Medicine depending on the society.

     When used for treating injuries, the Doctor skill takes at least 15 minutes uninterrupted effort as well as appropriate equipment and supplies.

 

Doctor skill test results

Success

Restores 2d3 Hit Points to a single wound or injury.

Special

Restores 3+1d3 Hit Points to a single wound or injury.

Critical

Restores 6 Hit Points to a single wound or injury.

 

Medical Expertise (Various)

Knowledge; base 00%

     Medical Expertise is used to represent a specialization in a particular field of study, such as Radiology, Surgery, Obstetrics/Gynecology, Internal Medicine, etc. To be considered a specialist, a character must a minimum level of 15% in their chosen field, and a skill of 50% or greater in Doctor.

 

Example: Medical Expertise (Surgery) or Surgery

     This is the ability to perform actual complex medical procedures in a prepared, sterile location with access to necessary supplies, such as a hospital.

     A successful Surgery roll will allow the reattaching of severed limbs, and the recovery of 3+1D3 Hit Points to major or critical wounds and character location incapacitation results. Special results can alleviate scarring and result in additional Hit Points being recovered.

 

Pharmacy

Knowledge; base 00%

     This skill covers the use of drugs, chemicals, compounds, plants, and herbs for healing and other uses. Typically, it is used as a complementary skill.

 

Treat Poison

Knowledge; base 00%

     A successful roll under the character’s Treat Poison skill allows a patient under the effect of a poison to attempt a second opposed roll versus the Potency of the poison. The bonus is equal to the healer’s skill divided by 5. This skill can be used for and with complementary rolls in formal medical skills.

 


 

Recovery of Hit Points

 

     Characters with adequate supplies and rest will heal 1d3 Hit Points per game week. This increases to 1d3+3 Hit Points at the end of the first week and each week thereafter, if the character chooses to rest and recover in a medical facility or under the care of a healer.

      Characters that have been treated with either First Aid or Doctor also receive an additional 1d3 Hit Points recovery at the end of the first week, regardless of whether they choose to rest or recover. Total Hit Points cannot be restored past the character’s current average of SIZ + CON.

 

Treatment of Serious Wounds

 

Impalement

      A successful First Aid or Doctor skill roll removes the impaling item without causing more damage to the victim.

 

Dismemberment

     A successful Surgery or a special Doctor skill role is required to safely reattach a severed limb.

 

Major, Critical, and Serious Injury

     A successful First Aid or Doctor skill roll on an incapacitated location will restore the location’s Hit Points to 0, if the location has not been removed or destroyed. A limb is no longer considered useless and any abdomen, chest or head injuries will no longer require rolls to stay alive or remain conscious. This will stabilize the patient enough so that they will not die of blood loss.

 

Unconsciousness

      A successful First Aid or Doctor skill roll can revive a character from unconsciousness, though there may be a penalty on the First Aid roll for drugged patients.

 

     Note that arcane means may assist or increase healing, and the treatment of serious wounds or injuries.

 

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