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Old June 2nd, 2015, 06:19 PM
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Default [atpollard's PbP] House Rules for Medic Skill

House Rules for Medical Skill:
I love the simplicity of Classic Traveller. I also love the way you can add complexity just where you need it. Since my PbP game is about to enter a phase where one of the character's Medic skill may move front and center of the action, I needed a little more complexity to use behind the scenes to drive the In-Character interaction and narrative. This is what I came up with (although I acknowledge a debt of inspiration to some on-line house rules for the Hero System). I think that it will allow me to maintain the 'danger' of death in CT while providing some room for 'Pulp Fiction' larger than life actions.

TASK 0: [FIRST AID] Any character with Medic-0 or higher may apply first aid to clean cuts and abrasions, and apply bandages to stop bleeding and stabilize an injured patient. A successful skill check [roll 8+ on 2D6, +1 per skill level] will prevent any further damage and allow a character with no attributes reduced to zero to heal without any further medical treatment. Use of the First Aid task requires the use of a simple portable First Aid Kit (Cr 50 per TL; 5 kg) which is good for 100 skill checks. A Single Use First Aid Kit (Cr 5 per TL; 1 kg), good for only 1-6 skill checks, is also available.

TASK 1: [PARAMEDIC] Any character with Medic-1 or higher may perform CPR, advanced first aid and simple emergency surgery to delay death by applying makeshift repairs, including setting bones, providing blood transfusions, stitching cuts, and applying anti-venoms. A successful skill check [roll 9+ on 2D6, +1 per skill level] will restore a character with three abilities at or below zero to [001xxx] and allow a character with one attribute reduced to zero to heal without any further medical treatment. Use of the Paramedic task requires the use of a backpack sized First Response Medikit like those found in an Ambulance (Cr 500 per TL; 10 kg) which is good for 100 skill checks. A Single Use First Response Medikit (Cr 50 per TL; 5 kg), good for only 1-6 skill checks, is also available.

TASK 2: [GENERAL PRACTITIONER] Any character with Medic-2 or higher may diagnose and treat with medications, permanently set a broken bone and perform simple surgical procedures like remove an ingrown toenail. A successful skill check [roll 10+ on 2D6, +1 per skill level] will restore a Strength or Dexterity at or above zero to its full value (Note that only one attribute may be restored in this manner) and allow a character with two attributes reduced to zero to heal without any further medical treatment. Use of the General Practitioner task requires the equipment found in a fully equipped Doctor's Office, Medical Clinic or Starship Sickbay (Cr 5,000 per TL; 4 dTons) which is good for 100 skill checks. Restocking the clinic requires 10% of initial cost for 100 skill checks or 1 year (whichever comes first).

TASK 3: [DOCTOR (SPECIALIST) or SURGEON (Dex 8+)] Any character with Medic-3 or higher is familiar with state of the art medicine and may diagnose and treat even the most complex wounds and conditions. A successful skill check [roll 11+ on 2D6, +1 per skill level] will restore Strength, Dexterity or Endurance at or above zero to its full value (Note that only two attribute may be restored in this manner) and allow a character with up to three attributes reduced to zero to fully recover without any further medical treatment. Use of the Doctor (specialist) or Surgeon task requires the equipment found in a fully equipped Hospital ER or Operating Suite (Cr 50,000 per TL; 16 dTons). Restocking the OR requires 10% of initial cost for 100 skill checks or 1 year (whichever comes first).

HEALING AND RECOVERY:
Any character who has received proper treatment for his wounds (Medic-0 for no attributes below 0; Medic-1 for one attribute at 0; Medic-2 for two attributes at 0; Medic-3 for three attributes at or below 0) can recover 1 point per day of rest or light activity. They can recover 2 points per day of treatment in a hospital or sickbay under a medic's care.

EFFECTS OF TECH LEVEL:
Traveller generally assumes an interstellar TL culture, from TL 9 to TL 15 with an average of TL 12. The following modifiers apply to skill checks based on the Tech Level of the available equipment.
TL 15 = +3
TL 14 = +2
TL 13 = +1
TL 12 = +0
TL 10-11 = -1
TL 7-9 = -2
TL 4-6 = -3
TL 1-3 = -4
TL 0 = -5

Comments and thoughts welcome.

Last edited by atpollard; June 3rd, 2015 at 12:37 AM..
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