2/12/00
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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.
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).
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.
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 Injury | Healer Rank Required | Effects of Healing |
|---|---|---|
| 01-05: bleeding arm | 0 | Bleeding stops; no further damage |
| 06-07: tip of weapon in wound | 3 | Sliver removed, arm becomes usable |
| 08: gut wound | 5 (repair muscle) | TMR restored |
| 09-10: useless arm | 5 (repair muscle) | Arm becomes usable |
| 11: severed aorta | 8 (resurrect the dead) | Character returns to life |
| 12: stomach puncture | 7 (repair tissues and organs) | TMR restored |
| 13: stabbed eye | 10 (regenerate vital organs) | MD, PC, PB restored |
| 14-18: wound of the solid viscera | 2 | Bleeding stops; no further damage |
| 19-20: punctured thigh | 5 (repair muscle) | TMR restored |
| 21-25: chest wound | 7 (repair tissues and organs) | TMR restored |
| 26-30: severed hand, bleeding | 0 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 face | 4 (graft skin) | PB restored |
| 35-36: severed arm, bleeding | 1 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 slash | 2 to stop the bleeding | Bleeding stops; no further damage |
| 41-42: severed ear | 7 (repair tissues and organs) | Ear and PC restored |
| 43: sliced cheek | 4 (graft skin) | Disfigurement removed, PB restored |
| 44-50: bleeding arm | 1 | Bleeding stops; no further damage |
| 51-52: hamstrung | 7 (repair tissues and organs) | AG restored; mobility regained |
| 53-67: crippled arm | 5 (repair muscle) | Arm becomes usable |
| 68-69: beheaded | 8 (resurrect the dead), head and body required | Character returns to life |
| 68-69: crushed collar bone | 6 (repair bones) | Arm becomes usable |
| 70-74: concussion | 7 (repair tissues and organs) | MD, AG restored |
| 75-80: massive chest wound | 7 (repair tissues and organs) | MD, AG restored |
| 81-84: crushing blow | 2 | Bleeding stops; no further damage |
| 85-89: temporarily useless arm | nothing to be done | The effect lasts only 1-10 Pulses; no healer ability would bring quicker recovery |
| 90-94: smashed hip | 6 (repair bones) | AG, TMR restored; mobility regained; limp removed |
| 95-97: fractured skull | 6 (repair bones) | MD, AG, PC restored |
| 98-100: broken pelvis | 6 (repair bones) | Mobility regained; consciousness restored if EN > 3 |
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 Result | Healer Rank Required | Effects of Healing |
|---|---|---|
| 01-25: loss of FT | 3 (transfer fatigue) | FT restored |
| 61-69: blindness, deafness, or muteness | 1 (cure disease) | eyesight, hearing, or speech restored |
| 70-72: insomnia and nightmares | 3 (an ability akin to Transfer Fatigue) | somnia and daymares? |
| 73-75: skin disease | 1 (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 spasms | 2 | MD, EN restored |
| 81-85: migraines | 2 | WP, MA restored |
| 86-90: enfeeblement | 3 | MD, AG restored |