Wednesday, March 13, 2013

Healing Compounds


Healing Compounds
Healing potions
Cydorian apothecaries are able to dispense a variety of medicines and herbal remedies, as well as certain magical healing salves, cataplasms, and poultices collectively known as “healing compounds”. Healing compounds are a kind of living slime, the magical creation of ancient Nazarian wizards.

Apothecaries grow the healing compounds in tanks, feeding them food scraps and fertilizers. Different strains of healing compound have different specific effects so apothecaries cultivate many strains and mix them together using ancient recipes for use against various ailments. The correct application of the right mix of healing compounds can help a patient recover more quickly from illness and injury and may even regenerate lost limbs or organs. 

If used incorrectly, which is unfortunately often the case given the poorly understood nature of the compounds, solutions may cause permanent scarring, failure of an organ or bodily system, cancerous tumors, or even death.  Although healing compounds can reduce the degradations of age and prolong life, repeated use increases the chances of improper application and malignant or fatal side effects.

Creating Healing Compounds
Apothecaries must create custom healing compounds for each recipient. To create a healing compound, the apothecary must make a Knowledge (Biology) check while examining the intended repicipent. A separate check must be made for each compound created for that recipient, even multiple compounds of the same type.
FUMBLE: Creating a healing compound for that recipient will be a Difficult Action with a -10% modifier to the apothecary’s Craft (Healing Compound) skill.
FAILURE: Creating a healing compound for that recipient will impose a -10% modifier to the apothecary’s Craft (Healing Compound) skill.
SUCCESS: The apothecary may create the healing compound with no modifier.
SPECIAL: +10% to the apothecary’s Craft (Healing Compound) skill for that recipient.
CRITICAL: Creating a healing compound is an Easy task and +10% to the apothecary’s Craft (Healing Compound) skill for that recipient.
The creator’s Craft (Healing Compound) skill, modified by the results above, should be recorded with every compound created. The craft roll is then made by the gamemaster when the compound is used.

Purchasing Healing Compounds
Healing compounds may be purchased from any apothecary following the physical examination (see above). Each compound has a value based on the skill of its creator. The cost of the examination is included in the compound.
Apothecary
Skill
Value
Novice
0-05
Free
Neophyte
06-25
Cheap
Amateur
26-50
Inexpensive
Professional
51-75
Average
Expert
76-90
Expensive
Master
91-100
Priceless
Legend
101+
Restricted
Using Healing Compounds
All healing compounds must be either ingested or applied topically to a wound or affected area, depending on the compound.. Using a healing compound requires no skill check from the recipient, but the gamemaster must secretly roll a Craft (Healing Compound) check on behalf of the compound’s creator.
FUMBLE: The compound inflicts damage rather than heals. When consumed, the recipient must make an immediate END roll. A failure means the recipient is afflicted with a cancerous tumor and permanently loses 1D3 CON.
FAILURE: The healing compound won’t work, but doesn’t cause any harm or complication other than failure. The recipient expends one power point but the compound has no useful effect.
SUCCESS: The healing compound works as intended.
SPECIAL: The healing compound heals half again the intended amount.
CRITICAL: The healing compound heals twice the intended amount.
For example, you apply a basic healing compound created by a professional apothecary (Craft skill 75) to a minor wound. The gamemaster makes a secret roll (30, a Special Success). You have 14 power points so you may heal 1.5 hit point per minute for 14 minutes, at which point you collapse from exhaustion.

Healing Compounds
Basic Healing Poultice
A basic healing poultice is applied directly to an injury to promote rapid healing.  The recipient heals one hit point of damage per minute but must spend one power point per minor wound hit point healed and three power points per major wound hit point healed. Severed limbs cannot be restored by basic healing poultices.. One poultice is required for each wound.
Poison Antidote
Reduces the POT of a poison by 2D6.  The recipient spends 1 power point per POT reduced.
All-Purpose Disease Curative
A diseased character recovers one hit point or characteristic point lost to disease per hour. Each hit point or characteristic point regained costs the recipient one power point.

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