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.