The Storm Has a Name
Use: Unskilled use penalized.
Macro skill. May be used in round play as per first aid.
Sample specializations: Family medicine, trauma, surgery, specific field of medical study (diseases, drugs, heart, lungs, etc.), alternative styles of medicine (acupuncture, herbal medicine, etc.).
Axiom: Social 10 and Tech 8
Medicine is used to help a damaged character recover and heal from her physical injuries. Its can represent a wide range of medical treatments, ranging from traditional “western” treatments, acupuncture, herbal medicine, or other similar treatments for the sick or injured. It can also be used in place of the first aid skill for quick treatment of injuries.
In play medicine has two primary uses. The first is to help injured characters heal physical damage faster.
The second is to surgically implant cyberware. Medicine cannot be used to aid in the recovery of mental or spiritual damage.
When a player is allowed to make a recovery check (see Chapter Four) to see if her character heals wound damage, if the character has been under medical care a medicine roll is first made by the character with the medicine skill. The difficulty of this check depends on the injuries of the recovering character:
|Wound level||Difficulty #|
The Tech axiom of the medical equipment available to the healer may aid in the injured character’s recovery, though depending on the type of injury and the type of treatment being administered, such as with most alternative forms of medicine, the Tech axiom may not have that much of a bearing.
For Tech axioms less than 19, the difficulty of the medicine skill check is increased by +5. At Tech axioms 19 and 20 the difficulty is increased by +2. For Tech axioms between 24 and 26 the difficulty is reduced by -2 and for Tech axioms above 26 the difficulty is lowered by -5.
If the medicine skill check is successful, it is treated like a power push (see Chapter Four again) and the power push result is added as a bonus to the injured character’s recovery check. If the check is not successful, the injured character makes a normal recovery check – there is no penalty for a failed medicine check. Only one medicine check may be made per day on a character
Example: Quin took a wound in a confrontation with a mummy in the Nile Empire. He visits Dr. Throckton’s clinic in Cairo.
Throckton rolls poorly on the first day, giving Quin no benefit but at least no penalty. Quin fails his recovery check for that day. The next day Dr. Throckton rolls well and succeeds. The power push is calculated off of his result and Quin receives a +3 bonus to his next recovery check.
For rules concerning the use of medicine to implant cyberware, see the Cyberpapacy Sourcebook
or the Tharkold Sourcebook.