Unknown Armies: Berkeley
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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.
GOLDEN HOUR TREATMENT
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.