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journeyman [2012/11/29 21:30] harryh [Medicine] |
journeyman [2015/03/12 20:37] jamesg |
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==== Crafting - Upgrades ==== | ==== Crafting - Upgrades ==== | ||
- | At the start of an encounter you can choose ONE piece of equipment. You have performed some "quick fixes" on the equipment and that item will count as master-crafted for the duration of the encounter. If the equipment is already master-crafted then if it is a weapon then you may call +1 damage with it for the encounter, else if it is armour then it gains 2 additional hits. | + | At the start of an encounter you can choose ONE piece of equipment. You have performed some "quick fixes" on the equipment and that item will provide ALL the benefits of a master-crafted for the duration of the encounter (including both the ability to wield it and the buffs it would give if you had the skill). If the equipment is already master-crafted then if it is a weapon then you may call +1 damage with it for the encounter, if it is armour then it gains 2 additional hits, if a shield an additional resist. |
==== Medicine - Healing Hands ==== | ==== Medicine - Healing Hands ==== | ||
- | Your usage of Medical skills does not apply the WEAKENED effect. | + | Once per an encounter you may use one of the abilities below: |
+ | * LIVE DAMNIT! - By loudly shouting LIVE DAMNIT! while tending to someone who is fallen, you may instantly restore their hit points (call HEAL SIX). | ||
+ | * SNAP OUT OF IT! - By shouting SNAP OUT OF IT! at a target within arms length of you, you may immediately remove any ongoing effect from a call. For example, by shouting SNAP OUT OF IT at someone who is under the effects of REND, the REND effect is ended prematurely. | ||
==== Alchemy - Infused ==== | ==== Alchemy - Infused ==== | ||
- | Whether through testing potions on yourself, or simply being overexposed to fumes, some quantity of them courses through your blood, and you can invoke their powers with a thought. Once per encounter, you can immediately place yourself under the effect of any potion you know how to brew. | + | Whether through testing potions on yourself, or simply being overexposed to fumes, some quantity of them courses through your blood, and you can invoke their powers with a thought. Once per encounter, so long as you have 1 or more body hits, you can immediately place yourself under the effect of any class C or D potion you know how to brew. |
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==== Medicine ==== | ==== Medicine ==== | ||
=== Level 1 === | === Level 1 === | ||
- | == Staunch Wound == | + | == Emergency Aid == |
- | A character does not bleed to death whilst you phys-rep staunching their wound. After 10 seconds of roleplay, you may call HEAL ZERO on an unconscious character. | + | You are a healer and are able to use your skills to restore hitpoints. The process of healing someone can be taxing, and by default all healing abilities (abilities which allow you to call HEAL x) will WEAKEN the character they are used on until the end of the next encounter. Healing abilities will always have a number of free uses (i.e., the number of times an encounter you can use the ability before characters start getting weakened). You cannot treat an already weakened patient unless you are using one of your free uses. |
+ | |||
+ | Using medical abilities will also involve a number of seconds of "medical roleplay", this essentially just means physrepping your treatment but does require using two hands and a patient who is not yourself (unless the skill states otherwise). The Memento Mundi setting supports a reasonable variety of medical practices, so long as you are physically interacting with the patient (e.g., cutting, sewing, herbs, poultices, etc), spiritual healing is the domain of priests and mages. | ||
+ | |||
+ | You may, with 10 seconds of medical roleplay, restore 1 HP **to a character on 0 HP**. This ability can be used as many times as necessary in an encounter without weakening the patient. | ||
== Medical Knowledge == | == Medical Knowledge == | ||
- | Necessary for the diagnosis and curing of minor diseases, and for the diagnosis of addictions. While very minor diseases might be curable with a quick herbal preparation, serious diseases and addictions will require the “Suppress Symptom” alchemist ability. Recognise the addiction effects of any potion brewable at levels 1-3. Recognise the symptoms of common diseases. | + | Necessary for the diagnosis and curing of minor diseases, and for the diagnosis of addictions. Very minor diseases may well be curable with a herbal preparation. You will always be able to ease the suffering of an individual, and the use of this ability (an hour or two in a settlement) is likely to win you the favour of the locals. |
=== Level 2 === | === Level 2 === | ||
- | == Emergency Aid == | + | == Resuscitate == |
- | You may, with 10 seconds roleplay, restore 1 HP to a character on 0 HP. This only works once per character per encounter regardless of who delivered the Emergency Aid. | + | You may, with 10 seconds of medical roleplay, restore 4 HP **to a character on 0 HP**. You can also use this ability to restore anyone on less than 4hp to 4hp between encounters. You may use this ability as many times as necessary in an encounter without weakening the patient. |
+ | |||
+ | This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat. | ||
== Patch Up== | == Patch Up== | ||
- | Once per encounter, with 10 seconds of roleplay, you may restore up to 4HP, the character is then Weakened until the end of THIS encounter. | + | With 10 seconds of medical roleplay, you may restore up to 6HP. You may use this ability three times without weakening the patient. |
+ | This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat. | ||
=== Level 3 === | === Level 3 === | ||
- | === Surgery === | + | == Surgery == |
- | You may, with 1 minute of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter. | + | You may, with 30 seconds of medical roleplay, fully restore a character’s HP. You may use this ability once without weakening the patient. |
+ | |||
+ | == Special Medicine == | ||
+ | Twice per adventure you may apply a Strengthen to a character for an encounter with ten seconds of medical roleplay. Additionally, that character may call RESIST to the first call of weaken against them. | ||
- | === Special Medicine === | + | This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat. |
- | Twice per adventure, can apply Strengthen to a character for an encounter with ten seconds of preparation. That character may call RESIST to the first call of weaken against them. | + | |
+ | == Combat Master == | ||
+ | Through a series of intense experiences you have gained the ability to keep your attention split between your patients and the environment that you are in. Unlike a less experienced healer, you are able to continue to use a single-handed weapon or shield in one hand while you attempt to treat a patient with the other. | ||
=== Level 4 === | === Level 4 === | ||
== Fast Work == | == Fast Work == | ||
- | Two additional uses of Patch Up per encounter, for a total of 3 | + | The amount of time it takes to use skills requiring medical roleplay is halved. If you have another ability which **reduces** the time it takes to use an ability then the abilities do not combine, instead use which ever time is lower. |
- | == Quality Work == | + | == Patch Up == |
- | Patch Up restores up to 6HP. | + | You may use the Patch Up ability an additional 3 times without weakening the patient. |
== Special Medicine == | == Special Medicine == | ||
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=== Level 5 === | === Level 5 === | ||
== Master of Biology == | == Master of Biology == | ||
- | Once per adventure, with 60 seconds of roleplay you may apply the following abilities to a PC: Strengthened, +2 dodges, +2 calls of Rend, +2 calls of Shatter, +2 calls of Strikedown. The effect lasts until the end of the encounter. The effect may be applied before an encounter if the encounter is expected. | + | Once per adventure, with 60 seconds of medical roleplay you may apply the following abilities to a PC: Strengthened, +2 dodges, +2 calls of Rend, +2 calls of Shatter, +2 calls of Strikedown. The effect lasts until the end of the encounter. The effect may be applied before an encounter if the encounter is expected. |
+ | |||
+ | This ability can be used on yourself, but the difficulty is much greater and cannot be achieved in combat. | ||
== Master Surgeon == | == Master Surgeon == | ||
- | Once per adventure, with thirty seconds of appropriate roleplaying, you can remove most negative physical effects from a character, including lost hits, addictions, diseases and recent violent death. | + | Once per adventure, with sixty seconds of medical roleplaying, you can remove most negative physical effects from a character, including lost hits, addictions, diseases and recent violent death. |
==== Alchemy ==== | ==== Alchemy ==== | ||
=== Level 1 === | === Level 1 === | ||
- | == Mix Potion == | + | == Mix Alchemy == |
- | You are an [[:Alchemy|Alchemist]] and treated as such for the purposes of taking and producing Alchemical Potions. You may mix ingredients to produce Alchemical Effects. You have 6 potion slots for mixing potions you know between adventures. You may additionally recognise any potion you know how to mix, you may choose a single Class D potion to learn how to make. | + | You are an [[:Alchemy|Alchemist]] and treated as such for the purposes of taking and producing Alchemical Potions and Pastes. You may mix ingredients to produce Alchemical Effects. You have 6 slots for mixing alchemy you know between adventures. You may choose to make either Potions or Pastes but must specify in advance. You may change a Potion or Paste you know how to make into the other type with 10 seconds work. You may additionally recognise any potion you know how to mix, you may choose a single Class D potion to learn how to make. |
== Well Versed == | == Well Versed == | ||
- | You may recognise any class D or C potion | + | You may recognise any standard potion, and take a good guess at the behaviour of non-standard potions. |
=== Level 2 === | === Level 2 === | ||
== Advanced Mixing == | == Advanced Mixing == | ||
+3 additional potion slots for mixing between adventures | +3 additional potion slots for mixing between adventures | ||
- | |||
- | == Extremely Well Versed == | ||
- | You may additionally recognise any Class B or A potion | ||
== Mix Potion == | == Mix Potion == | ||
This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 2 you may take this skill once for a class C potion, and as many times as you wish for class D potions. | This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 2 you may take this skill once for a class C potion, and as many times as you wish for class D potions. | ||
- | |||
- | == Mix Alchemical Paste == | ||
- | You may mix some potions in such a way that they can be delivered on a blade or by touch (potions will specify if they can be used this way) | ||
=== Level 3 === | === Level 3 === | ||
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This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 3 you may take this skill once for a class B potion, and as many times as you wish for class C potions. | This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 3 you may take this skill once for a class B potion, and as many times as you wish for class C potions. | ||
- | == Suppress Symptom == | + | == Extremely Well Versed == |
- | You may suppress the effects of an addiction for five encounters by carefully feeding a patient a dose of the potion in question, or disease symptoms via medical preparations. Treatment must be restarted if the patient drinks a potion they are being treated for. In order to suppress an addiction or treat a symptom you must know the cause. You can always identify an addiction to a potion you can mix. | + | Your experience with alchemy extends to replicating the effects of other potions. With ten seconds work you may mix two different potions of the same level to produce a third potion of that level which will last until the end of the encounter. You must have had the opportunity to study this type of potion before, but do not need to know how to create it yourself. |
- | == Advanced Medical Knowledge == | + | == Concoction == |
- | Recognise an addiction to any potion brewable at levels 4-5. Recognise less common diseases. Recognise more common addictions and symptoms from other sources. You also have a chance of diagnosing disease or addiction-like effects stemming from magical or divine sources. | + | Your knowledge of Anatomy, Alchemy, and Medicine comes together in beautiful synergy. You can find herbs and minerals in your local environment to support your treatments. You can use these to treat poisons or disease, as well as aiding other treatments. Can use them to treat large numbers of people over an extended period of time where your usual resources would be insufficient. And other uses at GM discretion. |
+ | |||
+ | If you are not using the skill for another purpose and have at least 10 minutes between encounters, it is assumed you have enough time to concoct a basic poultice capable of acting as a HEAL 2. | ||
== Advanced Application == | == Advanced Application == | ||
- | Once per an encounter you may use your advanced knowledge of Alchemy to apply a potion you know how to mix for additional effect. If the potion would normally provide a number of calls or hits then this effect is doubled (so a potion which provided 2 uses of Zero Strikedown now provides 4 uses of Zero Strikedown). Potions providing an effect with a duration will have the duration doubled. The effect of other potions should be discussed with the Larpo.\\ | + | Twice per Adventure you may use your advanced knowledge of Alchemy to apply a potion you know how to mix for additional effect. This additional effect will be listed on the alchemy page for each potion. |
- | To gain this benefit while applying an alchemical paste you must also have Mix Alchemical Paste. | + | |
- | + | ||
- | == Deadly == | + | |
- | Poisons you mix are particularly difficult to treat. Even if successfully treated they are likely to have long term consequences for the victim. | + | |
=== Level 4 === | === Level 4 === | ||
== Advanced Mixing == | == Advanced Mixing == | ||
+3 additional potion slots for mixing between adventures | +3 additional potion slots for mixing between adventures | ||
- | |||
- | ==Immensely Well Versed == | ||
- | You can identify and guess the likely effects of almost any alchemical preparation you encounter, even something unique or never before seen. | ||
== Mix Potion == | == Mix Potion == | ||
This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 4 you may take this skill once for a class A potion, and as many times as you wish for class B potions. | This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 4 you may take this skill once for a class A potion, and as many times as you wish for class B potions. | ||
- | + | ||
- | == Treat == | + | |
- | The alchemist can slowly cure an addiction over time and can more quickly treat diseases and other conditions. While using the Suppress Addiction ability the alchemist may opt to work on curing the addiction or condition. Over the course of an adventure an Alchemist can expect to cure all but the most severe addictions (and even these will be considerably lessened). If the alchemists treatment is broken or the patient uses the potion for which they were receiving treatment, then the addiction is not lessened. When treating diseases or other conditions the progression will be determined by the GM. | + | |
- | This skill may also be used (with discussion with the GM) to achieve other effects, such as making someone dependant on your alchemy or to exacerbate a disease. | + | |
== Advanced Application == | == Advanced Application == | ||
- | You gain an additional use of this ability (for a total of 2 applications per an encounter). | + | You gain an additional 2 uses of this ability per adventure, for a total of 4. |
=== Level 5 === | === Level 5 === | ||
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== Alchemical Manipulation == | == Alchemical Manipulation == | ||
You know how to apply alchemical preparations for advanced and long term effects. You may do this once per an adventure. The process is slightly time consuming and is extremely difficult to do while in combat. The character that has been manipulated will gain an incurable addiction which can be suppressed with alchemy but also gains some permanent effect or benefit. This sort of manipulation can only be performed once on a character. The exact effects should be discussed with the Larpo. | You know how to apply alchemical preparations for advanced and long term effects. You may do this once per an adventure. The process is slightly time consuming and is extremely difficult to do while in combat. The character that has been manipulated will gain an incurable addiction which can be suppressed with alchemy but also gains some permanent effect or benefit. This sort of manipulation can only be performed once on a character. The exact effects should be discussed with the Larpo. | ||
- | ==== Craftsman ==== | + | ==== Crafter ==== |
=== Level 1 === | === Level 1 === | ||
- | == Craftsman == | + | == Crafter == |
The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy. | The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy. | ||
=== Level 2 === | === Level 2 === | ||
- | == Craftsman == | + | == Crafter == |
- | As Craftsman one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. In addition, the character can craft a single standard item between each adventure. | + | As Level 1 crafter, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. Properly repairing weapons and shields takes about five minutes, but patchwork repairs suitable to make an item usable for the rest of an encounter can be done in60 seconds. In addition, the character can craft a single standard item between each adventure. |
== Builder == | == Builder == | ||
- | You know how to build most common types of building. When purchasing simple [[:equipment_and_wealth#resources]] you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. | + | You know how to build most common types of building. When purchasing [[:equipment_and_wealth#resources]] you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. |
- | + | ||
- | == Adjust Armour == | + | |
- | Once per an encounter, you may (with a few seconds work) adjust some armour to give the wearer a single resist to ONE of the following effects, which must be chosen in advance: Strikedown/Rend/Weaken | + | |
- | + | ||
- | == Adjust Weapon == | + | |
- | Once per an encounter, you may (with a few seconds work) adjust a weapon to give the user a single resist to ONE of the following effects, which must be chosen in advance: Disarm/Shatter | + | |
+ | == Adjustment == | ||
+ | You may adjust up to 4 items (weapons, shields, or armour) an encounter in order to give it a single resist to a relevant call. | ||
+ | * Weapon: Either 1x Resist Shatter or 1x Resist Disarm | ||
+ | * Shield: Either 1x Resist Shatter, 1x Resist Disarm, or 1x Resist Strikedown | ||
+ | * Armour: Either 1x Resist Rend or 1x Resist Strikedown | ||
=== Level 3 === | === Level 3 === | ||
- | == Craftsman == | + | == Crafter == |
- | As craftsman one, but can repair master crafted equipment, and can field repair superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures. | + | As Level 2 Crafter, but can repair master crafted equipment, and can field repair superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures. |
- | == Adjust Armour == | + | == Adjustment == |
- | You may now use this ability twice per an encounter | + | You may adjust an additional 4 items per an encounter. |
- | + | ||
- | == Adjust Weapon == | + | |
- | You may now use this ability twice per an encounter | + | |
== Jury Rig == | == Jury Rig == | ||
- | The character can carry out repairs under pressure when need is dire. Twice per adventure, they can fully repair a broken item with ten seconds of appropriate role playing. At the end of the encounter, it will fall apart again, and need proper repairs before being useful. | + | The character can carry out repairs under pressure when need is dire. Twice per adventure, they can fully repair a broken item with ten seconds of appropriate role playing. At the end of the encounter, it will fall apart again, and need proper repairs before being useful. For Armour this is RENEW 12. |
=== Level 4 === | === Level 4 === | ||
- | == Master Craftsman == | + | == Master Crafter == |
- | As craftsman one, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted, two superior or four standard items between each adventure. Finally, the character can contribute more effectively to the creation of artifacts. | + | As Level 3 crafter, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted, two superior or four standard items between each adventure. Mastercrafted items you have created will give you full benefits of a master crafter item when you are using them (including both the ability to wield it and the buffs it would give if you had the skill), this benefit is not gain when using master crafted items produced by someone else or when someone else is using your master crafted items. Finally, the character can contribute more effectively to the creation of artifacts. |
== Fitted Armour == | == Fitted Armour == | ||
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== Engineer == | == Engineer == | ||
- | You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing. When purchasing advanced [[:equipment_and_wealth#resources]] you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. | + | You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing. When purchasing [[:equipment_and_wealth#resources]] you pay only 50% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 50% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. |
== Own Work == | == Own Work == | ||
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==== Other Skills ==== | ==== Other Skills ==== | ||
- | == Tradesman == | + | == Wealth == |
You are skilled in leveraging deals and managing ongoing operations to secure an income. Instead of the standard [[:equipment and wealth#Wealth Levels|wealth]] scale, you use the one below. | You are skilled in leveraging deals and managing ongoing operations to secure an income. Instead of the standard [[:equipment and wealth#Wealth Levels|wealth]] scale, you use the one below. | ||
- | ^Wealth Level ^Cost ^Income^ | + | ^Wealth Level ^Income^ |
- | |0|N/A|10 Acra| | + | |Wealth|27 Riel| |
- | |1|100 Acra|60 Acra| | + | |2|54 Riel| |
- | |2|200 Acra|120 Acra| | + | |3|81 Riel| |
- | |3|350 Acra|180 Acra| | + | |4|108 Riel| |
- | |4|600 Acra|240 Acra| | + | |5|135 Riel| |
- | |5|800 Acra|300 Acra| | + | |
== Operations == | == Operations == | ||
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Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc. | Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc. | ||
- | == Council Contacts == | + | == Connections == |
- | The character has connections and influence among Acryn’s council. | + | You may take this skill in one of three ways (you may not take a connection with the same group twice): |
+ | - The character has connections and influence among Acryn’s council. | ||
+ | - The character has connections and influence among Acryn’s nobility. | ||
+ | - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than the wayfinder's guild and council). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc. | ||
== Well Travelled == | == Well Travelled == | ||
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== Jack of all Trades == | == Jack of all Trades == | ||
Your character knows a relevant tidbit about almost any matter historical, academic or economic. | Your character knows a relevant tidbit about almost any matter historical, academic or economic. | ||
- | |||
- | == Hardy == | ||
- | +1 Body Hits | ||
== Tough == | == Tough == | ||
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Depending on your Skill Focus, you can gain the following improved effect: | Depending on your Skill Focus, you can gain the following improved effect: | ||
* **Crafting - Upgrades:** You may now upgrade TWO items for the duration of an encounter (per an encounter). | * **Crafting - Upgrades:** You may now upgrade TWO items for the duration of an encounter (per an encounter). | ||
- | * **Medicine - Healing Hands:** Medical skills with a limited number of uses may be used twice as often. | + | * **Medicine - Healing Hands:** You get an additional use of this ability per an encounter. |
- | * **Alchemy - Infused:** The usage of this ability increases to TWICE per an encounter. | + | * **Alchemy - Infused:** The usage of this ability increases to either two class C or D potions in an encounter **OR** one class A or B potion in an encounter. |