2/12/00

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Jim's DragonQuest Campaign:
Healers

Here are a few additional abilities available to healers, especially to expand what a Rank 0 healer can do.


Diagnosis

A healer of any rank can determine whether a creature is alive by making a physical examination, unless there are special circumstances that would make it difficult to tell. If the GM rules that success isn't automatic, the GM makes a secret difficulty roll based on PC. This doesn't cost any FT.

A healer can determine what's afflicting a living character, or how a dead character died. If the affliction or cause of death is obvious, success is automatic, and the healer needs only enough time to spot the obvious. If it isn't obvious, or if the healer wants to look beyond the obvious, the healer spends [11 - Rank] minutes examining the character. The success chance is [(2 x PC) + (5 x Rank)]%. If the character is dead, apply a modifier of -1% for each day the character has been dead. This costs the healer 1 FT.

Success means the healer can identify the following:

If the success roll is in the double effects range, the the GM provides additional details.

If the attempt at diagnosis fails, but not by more than [healer's PC], the healer is uncertain. If the attempt fails by more than [healer's PC], the healer's assessment is incorrect, either missing an effect that's present, or spotting an effect that isn't present.

Estimating Time of Death

By spending [11 - Rank] minutes, a healer has a [PC + (10 x Rank)]% chance of determining whether a dead character has been dead for seconds, minutes, hours, days, weeks, months, years, or decades/centuries. The healer loses 1 FT to do this.

The healer doesn't get an exact figure, just the units that best represent the time since death. Whatever the units reported, the healer knows the character has been dead for at least one unit of time, but less than one of the next higher unit. For example, if the healer detects that a person has been dead for hours, the healer knows it's at least one hour, but less than one day. If the answer is years, the character has been dead for at least one year, but less than a decade. The largest quantity of time determined would be "decades or centuries or longer."

If the attempt fails by no more than [healer's PC], the healer isn't sure. If the attempt fails by more than that, the healer gets a wrong answer; roll 2D10: 2-5 = two units too low, 6-10 = one unit too low, 11 = the right answer after all, 12-16 = one unit too high, 17-20 = two units too high. For instance, if the real answer is days, but after an erroneous result the 2D10 roll is 13, the healer concludes the person has been dead for weeks (one unit higher than days).

First Aid

A healer of any rank can apply a little first aid at the end of combat, at the time the infection check is normally made. The healer must have the means to clean wounds, plus a few moments in which to apply first aid. First aid reduces the chance of infection by [10 + (2 x healer's rank)]%. This ability doesn't cost any FT.

Reviving Unconscious Characters

With the help of a healer, an unconscious character can make a WP check to gain a few moments of consciousness. The success chance is [(patient's WP) x (patient's remaining EN)]%. Each attempt after the first has a cumulative penalty of 10% (-10% on the second attempt, -20% on the third, etc.). Success gives the character just enough time to utter a few words or make a brief, weak gesture then lapse back into unconsciousness. A healer must spend [11 - Rank] minutes implementing this ability.

This ability is available starting at Rank 0. It costs 1 FT.

To bring a character back to full consciousness still requires getting the character's EN score back to 4 or higher. Given that recovering 1 EN without magical assistance can take 2-4 days (see Recovering Endurance Points in the house rules), a character with 1-3 EN points remaining might take anywhere from 2 to 12 days to regain full consciousness.

Treating Grievous Injuries

This table summarizes healer ranks required to treat grievous injuries (section 18.3, plus some additional house rules and interpretations to fill in gaps). The indicated rank is also the number FT points expended in the effort. In all cases, the Heal Wounds ability (acquired at Rank 3) is required to restore lost EN points.

Grievous InjuryHealer Rank RequiredEffects of Healing
01-05: bleeding arm0 Bleeding stops; no further damage
06-07: tip of weapon in wound3 Sliver removed, arm becomes usable
08: gut wound5 (repair muscle) TMR restored
09-10: useless arm5 (repair muscle) Arm becomes usable
11: severed aorta8 (resurrect the dead) Character returns to life
12: stomach puncture7 (repair tissues and organs) TMR restored
13: stabbed eye10 (regenerate vital organs) MD, PC, PB restored
14-18: wound of the solid viscera2 Bleeding stops; no further damage
19-20: punctured thigh5 (repair muscle) TMR restored
21-25: chest wound7 (repair tissues and organs) TMR restored
26-30: severed hand, bleeding0 to stop the bleeding
9 (regenerate limbs and joints) to restore the hand
0: bleeding stops; no further damage
9: hand and MD restored
31-34: slit face4 (graft skin) PB restored
35-36: severed arm, bleeding1 to stop the bleeding
9 (regenerate limbs and joints) to restore the arm
1: bleeding stops; no further damage
9: arm, MD, and AG restored
37-40: abdominal slash2 to stop the bleeding Bleeding stops; no further damage
41-42: severed ear7 (repair tissues and organs) Ear and PC restored
43: sliced cheek4 (graft skin) Disfigurement removed, PB restored
44-50: bleeding arm1 Bleeding stops; no further damage
51-52: hamstrung7 (repair tissues and organs) AG restored; mobility regained
53-67: crippled arm5 (repair muscle) Arm becomes usable
68-69: beheaded8 (resurrect the dead), head and body required Character returns to life
68-69: crushed collar bone6 (repair bones) Arm becomes usable
70-74: concussion7 (repair tissues and organs) MD, AG restored
75-80: massive chest wound7 (repair tissues and organs) MD, AG restored
81-84: crushing blow2 Bleeding stops; no further damage
85-89: temporarily useless armnothing to be done The effect lasts only 1-10 Pulses; no healer ability would bring quicker recovery
90-94: smashed hip6 (repair bones) AG, TMR restored; mobility regained; limp removed
95-97: fractured skull6 (repair bones) MD, AG, PC restored
98-100: broken pelvis6 (repair bones) Mobility regained; consciousness restored if EN > 3

Treating Magical Backfire Results

This table summarizes healer ranks required to treat the results of some magical backfires (section 30.1, plus some additional house rules and interpretations to fill in gaps). The indicated rank is also the number FT points expended in the effort (except for transferring FT points, which costs [3 + (# of points restored)] as described in the rules). Any backfire result of 61-100 can be cured with a Remove Curse ritual.

Backfire ResultHealer Rank RequiredEffects of Healing
01-25: loss of FT3 (transfer fatigue) FT restored
61-69: blindness, deafness, or muteness1 (cure disease) eyesight, hearing, or speech restored
70-72: insomnia and nightmares3 (an ability akin to Transfer Fatigue) somnia and daymares?
73-75: skin disease1 (cure disease) to cure the disease itself
4 (graft skin) to undo the scarring
cure disease: WP restored, PB restored to [original PB - 1/wk of disease]
graft skin: PB restored to original value
76-80: muscle spasms2 MD, EN restored
81-85: migraines2 WP, MA restored
86-90: enfeeblement3 MD, AG restored