Wisdom.
Use this skill to help characters that have been hurt by damage, poison, or disease.
Check: The DC and effect depend on the task attempted.
Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate—3 hit points per character level or 3 ability points restored per day of complete rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care.
A character can tend up to as many patients as she has ranks in the skill. The patients need to spend all their time resting. The character needs to devote at least ½ hour of the day to each patient the character is caring for.
Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day.
Revive Dazed, Stunned, or Unconscious Character (DC 15): With a first aid kit, the character can remove the dazed, stunned, or unconscious condition from a character. This check is an attack action.
A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character.
Stabilize Dying Character (DC 15): With a medical kit, a character can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but he stops losing them. The character must have a medical kit to stabilize a dying character.
Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.
Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period.
A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Diagnose Disease: A character can diagnose the kind of disease a character is infected with by making a Treat Injury check against a DC equal to 5 less than the save DC for the disease.
Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s check succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to her ranks in this skill.
Diagnose Poison: A character can diagnose the kind of poison a character is suffering from by making a Treat Injury check against a DC equal to 5 less than the save DC for the poison.
Treat Poison (DC 15): A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison’s secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating character’s check succeeds, the character provides a bonus on the poisoned character’s saving throw equal to her ranks in this skill.
Treat Radiation Poisoning: While the exchange of tactical nuclear weapons was relatively limited during the Final Wars, some weapons were fired, and regions of dangerous radiation called “hot zones” can be found all around the Gamma World. In addition, nuclear reactors, with failing or destroyed safety measures, or whose AIs have chosen to keep living sentients at bay, can produce areas of extreme radiation. Radiation poisoning occurs if the exposed character fails a Fortitude save (DC is based upon the severity of the radiation; see Chapter Four of the Gamma World Player’s Handbook for details). Radiation poisoning can cause illness, fatigue, cancer, and ultimately death. By making a successful Treat Injury check against the same DC as the failed Fortitude save, the healer can cleanse the character of some of the effects. Each time the check is made successfully, the affected character’s level of radiation poisoning is reduced by one, and the character may make a new Fortitude save at the new, lower DC. If he succeeds, the character is on the road to recovery, and he will lose one level of radiation poisoning each day until cured. If he fails the save, the character is still poisoned, but at the new lower level; each day, the healer may make a new Treat Injury check at the lower DC.
Reverse Mutation: Given the proper equipment and a quick response time, a healer can reverse mutations caused by radiation, biotech, and even nanotech with the Treat Injury skill. The healer can only reverse mutations that occurred no more than 1 day previous for every 5 ranks in Treat Injury (round up). To even attempt the check, the character must have access to a fully stocked Advanced MedLab (available in any community with Advanced Manufacturing, as described in Chapter 4 of the Gamma World Player’s Hanbook, and in well-preserved medical facilities from before the Final Wars a full week’s time is necessary to perform the proper tests and procedures (this week under a healer’s care does not increase the DC of the Treat Injury check). At the end of the week, the healer makes a Treat Injury check against a DC based on the chart below.
If the check is successful, the patient is healed of the targeted mutations. During recovery, the patient is extremely weak; after surgery, the patient takes 1d6 points of Strength damage and 1d6 points of Constitution damage, and is fatigued for one week (-4 penalty on vigorous actions, including combat, and a -2 penalty on all other actions).
Action: Treat Injury checks take different amounts of time based on the task at hand, as described above.
Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training she needs to use Treat Injury to help a wounded character by means of an operation.
A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters.
Long-term care, restoring hit points, treating disease, treating poison, treating radiation poisoning, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a –4 penalty on the check.
A character can use the Treat Injury skill on herself only to administer first aid, treat disease, or treat poison. The character takes a –5 penalty on her check any time she treats herself.
A character with the
Medical Expert feat gets a +2 bonus on all Treat Injury checks.