Medicine

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Income Skill
The Skill to perform healing on others and the basic understanding of the body. The character knows a combination of simple rites that have been handed down for many generations, and has most likely learned a number of techniques from the studies of the Joshuites. The character can perform basic surgery and cure most basic diseases while preventing infection.

The Medical Arts
Characters in Kith Kanaan have only a limited understanding of how to treat the sick and injured. Miracle and Magic are usually the most reliable methods, but for those who can not afford such treatment, going to a healer is the person’s only hope. Fortunately, through a combination of ritual, subtle magic, and the advancement of knowledge from the Joshuites, medicine in Kith Kanaan is a little more advanced than in the Middle Ages on Earth. Kith Kanaan has not suffered anything like the fall of the Roman Empire or the Black Plague, which means that culture has continued to advance without suffering major set-backs.

Healing
A character can attempt to heal another, preventing death and helping allow some healing. The character makes a Results Roll, rolling Mental + Medicine, choosing whether the time it takes to perform the roll is in Actions, Minutes, or Hours. The amount of time required is equal to the Difficulty.

If the roll is done in Actions, the recipient makes an immediate Physical + Endurance Roll, gaining a number of additional dice equal to the Potency of the Healing Roll. If the roll is done in Minutes, the Health Roll gains a number of Additional Successes equal to the Potency of the Healing Roll. If the roll is done in Hours, the Health Roll gains a number of Minimum Successes equal to the Potency of the Healing Roll. Each Success heals the recipient one Health.

If the recipient was dying from having failed a Death Save, they make a new Death Save with an amount of bonus dice equal to the Potency of the Healing Roll. If the recipient succeeds, they live, and recover one Health. A character can only benefit from one Healing Roll each day, unless the recipient is suffering from a Death Save. A roll to save a dying character is always allowed.

Treatment
A character can attempt to treat a disease or poison. The character makes a Results Roll, rolling Mental + Medicine, choosing whether the time it takes to perform the roll is in Minutes, or Hours. The amount of time required is equal to the Difficulty. The Potency of the affliction is reduced by the Potency of the roll, modified by how much time was taken. If the character used minutes, the Potency of the affliction is reduced by the Potency of the roll. If the character chose hours, the Potency of the disease or poison is reduced by twice the Potency of the roll. If the Potency is reduced to 0, the recipient is cured. Only one Treatment Roll can be made each day

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