Default: IQ-7.

This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury, and whenever the GM requires a roll to test general medical competence or knowledge.

Restoring HP:

  • If you can treat the injury within minutes of it happening, you can apply bandages etc. and try to stop the bleeding.  A successful check after 1 minute restores 1 HP to the patient. 
  • Regardless of when you get to them, if you care for the patient for 1 hour, during which they are warm, comfortable, calm, and still, make another check when the hour is up.  A successful check restores 1d6-2 HP to the patient.  On a critical success, treat the die as a 6.  On a critical failure, the patient loses 2 HP. 
  • If you do at least one of the above and then care for the patient for 1 day (spending a few minutes with them every couple of hours), a successful check after the day is over restores1d6 HP.  On a critical success, you learn something; gain a character point which must be spent on Physician.  On a critical failure, the patient is reduced to 1 FP. 

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