Difference between revisions of "Knowledge (medicine)"

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(Created page with "{{Feats | Synonyms = Doctor, Barber, Healer, First Aid | Prowess? = No | Official? = Yes | Special = Leave blank if none. | Description = In these remote times, medicine is...")
 
 
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| Prowess? = No
 
| Prowess? = No
 
| Official? = Yes
 
| Official? = Yes
| Special = Leave blank if none.
 
 
| Description =  
 
| Description =  
  
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The few masters or universities that agreed to teach him have a sulphurous reputation.
 
The few masters or universities that agreed to teach him have a sulphurous reputation.
  
The character has managed to obtain knowledge in the medical field. He is able to treat injuries, detect and treat certain poisons and diseases. He can amputate a limb in a very short time.
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The character has managed to obtain knowledge in the medical field. He is able to treat injuries, detect and treat diseases. He can amputate a limb in a very short time.
  
Medicine in the Middle Ages is based on the theory of the Four Temperaments, the character knows very badly the human body and is able to treat much less diseases than nowadays.
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Medicine in the Middle Ages is based on the theory of the Four Temperaments, the character knows very badly the human body and is able to treat much less diseases than nowadays. But he may prevent up to ten persons from being infected from any particularly chosen disease.
  
 
In particular, there is absolutely no anaesthesia and so surgery is non-existent, opening bodies during autopsies is strictly forbidden.
 
In particular, there is absolutely no anaesthesia and so surgery is non-existent, opening bodies during autopsies is strictly forbidden.
  
Chemistry is also almost non-existent, so it is almost not possible to analyse a substance or poison from a sample, but it is possible to detect a particular substance if he knows which one to look for.
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All characters with a specialised « Knowledge (something) » Feat are very literate. They are fluent in latin, greek and have at least some bases of a foreign language of their choice. They can read and write any languages they know.
At the game master's discretion, this Feat does allow to have some amount of informations on a substance.
 
  
The character is also able to prepare poisons or counter-poisons.
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If the character is attempting an action related to the general [[Knowledge]] Feat, he must roll a die six. With no possibility to roll again for this whole situation.
  
He can read and write several languages.
+
On a 1,2,3,4 this Feat has no effect.
  
 +
On a 5 or 6 the character is considered to have the [[Knowledge]] Feat momentarily.
  
If the character is attempting an action in related to the [[Knowledge]] Feat, he must roll a die six. With no possibility to roll again for this whole situation.
+
Both disciplines being related, the character may also try to roll in similar conditions to reproduce the effect of the [[Knowledge (apothecary)]] Feat.
 
 
On a 1,2,3,4 this Feat has no effect.
 
On a 5 or 6 the character is considered to have the [[Knowledge]] Feat momentarily.
 
  
 
}}
 
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Latest revision as of 06:52, 5 April 2019

Synonyms: Doctor, Barber, Healer, First Aid


Description

In these remote times, medicine is a very rare art, it is too often assimilated to black magic or necromancy.

The few masters or universities that agreed to teach him have a sulphurous reputation.

The character has managed to obtain knowledge in the medical field. He is able to treat injuries, detect and treat diseases. He can amputate a limb in a very short time.

Medicine in the Middle Ages is based on the theory of the Four Temperaments, the character knows very badly the human body and is able to treat much less diseases than nowadays. But he may prevent up to ten persons from being infected from any particularly chosen disease.

In particular, there is absolutely no anaesthesia and so surgery is non-existent, opening bodies during autopsies is strictly forbidden.

All characters with a specialised « Knowledge (something) » Feat are very literate. They are fluent in latin, greek and have at least some bases of a foreign language of their choice. They can read and write any languages they know.

If the character is attempting an action related to the general Knowledge Feat, he must roll a die six. With no possibility to roll again for this whole situation.

On a 1,2,3,4 this Feat has no effect.

On a 5 or 6 the character is considered to have the Knowledge Feat momentarily.

Both disciplines being related, the character may also try to roll in similar conditions to reproduce the effect of the Knowledge (apothecary) Feat.