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The identity involves keeping people alive after injury and getting them healthy when they’re sick. It’s no good for mental stuff — for that you want Therapeutic. Basically when someone’s been hurt, you can help. You can use this for less-scientific abilities like Faith Healer or Root Medicine or Aromatherapy too.


If you’re rolling a medical identity within the first sixty minutes, here’s what happens:

Fumble: Ouchies! The poor fellow suffers another 1–5 wounds (1d10, divided in half). Good thing he passed out from the pain.
Matched Failure: The only thing your patient gets out of your first aid is a Violence (2–3) stress check.
Failure: You’ve covered the problem with gauze and tape, but it’s not helping much.
Success: Your patient heals wounds equal to the tens place of your roll. You rolled a 34? Three wounds are erased.
Matched Success: The patient heals wounds equal to the sum of your roll. If you got a 22, that’s 4 wounds, and if you got a 44 it’s 8 wounds.
Crit: The patient heals 20 wounds!

This roll presumes that you’ve got him somewhere fairly safe and motionless, and that you’ve got access to first aid supplies. If you’re doing it on the deck of a rolling ship, you might get a –10% on your roll.


If it’s been longer than an hour and the person is admitted to a hospital under your care (or, alternately, is sweating it out in an anonymous hotel room where you’re paying off the cleaning staff), a person with a medical identity can perform surgery. This can only be attempted once per major injury.

Fumble: Do you know what a nosocomial infection is? Google it, along with “malpractice lawsuit.” Your patient just took 1d10 wounds.
Matched Failure: Your patient’s wounds remain unchanged. They would have been better off if you’d never entered the room and they’d just rested instead. Compare with
“Outpatient Convalescence,” next.
Failure: The patient heals wounds as if he had a nice day of bed rest.
Success: The patient heals wounds equal to your roll. If you rolled 49, he can erase 49 wounds. This cannot heal the very last wound. Only bed rest cures that.
Matched Success: Same as a success, but the patient also feels pretty good and is capable of thinking critically and answering questions intelligently soon after the operation.
Crit: The patient heals all but 1d10 wounds (or recovers wounds equal to the roll, if that would leave you with fewer wounds) and may, at the GM’s discretion, get a dashing scar that practically screams “badass survivor!”

Again, if you’re taking the sew-him-up-in-my-basement- with-a-scalpel-made-from-an-old-soup-can-top approach, that’s probably going to get you a –10% or –20% on your roll.
Once you’ve been taken care of initially at a hospital, you recover the remainder of your wounds at the standard rate.


If you’ve got wounds and you continue to run around like a damn fool, jumping off rooftops and casting spells and whatnot, you don’t get better.

If you have a moderate number of wounds — less than half your wound threshold — and you spend a day kicking back at home with soup and rest and ice packs, you heal a wound every day.

If you’re really damaged — you have taken more than half your wound threshold — you need to spend a day with the aforementioned relaxation and assorted over-the-counter remedies, and succeed at a Fitness roll to heal a wound.

Convalescing/Magic this way is the only way to heal your last wound.

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Unknown Armies: Berkeley SilverSeraph SilverSeraph