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[T20] High Law and Low Justice, [Thread Closed]
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<blockquote data-quote="Maerdwyn" data-source="post: 1488676" data-attributes="member: 835"><p>Seonaid - </p><p>There's not a whole lot of detail in the T20 book on the game mechanics of medical, but this is a set of Alternative rules for T20 that's based off D20 Modern, and it comes to me pretty well recommended, so lets try them to see how they work.</p><p> </p><p><a href="http://www.geocities.com/flynnwd/trav/t20_alternate_medical_rules.html" target="_blank">http://www.geocities.com/flynnwd/trav/t20_alternate_medical_rules.html</a></p><p> </p><p>Both Zaedhrarrg and Ruzz'koff are at 1 Lifeblood, so surgery would take 1d4 hours. The DC for Zaedhrarrg would be 22, while that for Ruzz'koff would be 16. The patient would be fatigued (-2 to rolls for most physical actions) for at least 6 hours from the end of the surgery. </p><p> </p><p><strong>Surgery (DC 15, plus Lifeblood damage)</strong>: With a surgery kit, a character can conduct field surgery. This application of the T/Medical skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative Lifeblood damage, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 Stamina damage and one point of Lifeblood damage for every character level of the patient (up to the patient’s full normal Stamina and Lifeblood totals) with a successful skill check. Additionally, one point of permanent ability score damage becomes a point of temporary ability drain, per ability score. For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional 1d6 Stamina damage and one point of Lifeblood damage, and one more point of permanent ability score damage becomes a point of temporary ability drain, per ability score. Surgery can only be used successfully on a character once in a 24-hour period. Attempting this application more than once a day, or failing this check by ten points or more requires the patient to make a Fortitude save (DC 20) or suffer an addition 1d6 Stamina damage and one point of Lifeblood damage, and the patient is no longer considered stabilized if their Lifeblood is below zero. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion. </p><p>The character receives +5 to the roll if the surgery is performed in a hospital or other similarly outfitted facility. </p><p> </p><p> </p><p>Also, wanted to bring one of those new feats to your attention - it would be available to any of the characters with medical training:</p><p> </p><p><strong>Combat Medic</strong></p><p><strong></strong>The individual has been trained in the administration of emergency medical care under abnormal conditions. </p><p><strong>Requirements</strong>: T/Medical skill rank of 1+. </p><p><strong>Benefit</strong>: This feat lowers the penalty for both "Under Fire" and "Rushed" conditions on T/Medical skill checks from -10 to -5, as the character has been trained in emergency medical response. </p><p><strong>Normal</strong>: Characters making T/Medical checks suffer a -10 penalty to their T/Medical skill checks when under fire or rushing.</p></blockquote><p></p>
[QUOTE="Maerdwyn, post: 1488676, member: 835"] Seonaid - There's not a whole lot of detail in the T20 book on the game mechanics of medical, but this is a set of Alternative rules for T20 that's based off D20 Modern, and it comes to me pretty well recommended, so lets try them to see how they work. [url="http://www.geocities.com/flynnwd/trav/t20_alternate_medical_rules.html"]http://www.geocities.com/flynnwd/trav/t20_alternate_medical_rules.html[/url] Both Zaedhrarrg and Ruzz'koff are at 1 Lifeblood, so surgery would take 1d4 hours. The DC for Zaedhrarrg would be 22, while that for Ruzz'koff would be 16. The patient would be fatigued (-2 to rolls for most physical actions) for at least 6 hours from the end of the surgery. [b]Surgery (DC 15, plus Lifeblood damage)[/b]: With a surgery kit, a character can conduct field surgery. This application of the T/Medical skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative Lifeblood damage, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 Stamina damage and one point of Lifeblood damage for every character level of the patient (up to the patient’s full normal Stamina and Lifeblood totals) with a successful skill check. Additionally, one point of permanent ability score damage becomes a point of temporary ability drain, per ability score. For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional 1d6 Stamina damage and one point of Lifeblood damage, and one more point of permanent ability score damage becomes a point of temporary ability drain, per ability score. Surgery can only be used successfully on a character once in a 24-hour period. Attempting this application more than once a day, or failing this check by ten points or more requires the patient to make a Fortitude save (DC 20) or suffer an addition 1d6 Stamina damage and one point of Lifeblood damage, and the patient is no longer considered stabilized if their Lifeblood is below zero. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion. The character receives +5 to the roll if the surgery is performed in a hospital or other similarly outfitted facility. Also, wanted to bring one of those new feats to your attention - it would be available to any of the characters with medical training: [b]Combat Medic [/b]The individual has been trained in the administration of emergency medical care under abnormal conditions. [b]Requirements[/b]: T/Medical skill rank of 1+. [b]Benefit[/b]: This feat lowers the penalty for both "Under Fire" and "Rushed" conditions on T/Medical skill checks from -10 to -5, as the character has been trained in emergency medical response. [b]Normal[/b]: Characters making T/Medical checks suffer a -10 penalty to their T/Medical skill checks when under fire or rushing. [/QUOTE]
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