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1.12 Medical Skills

The two standard Medical skills are Medic and Physician. Both are invoked with the +use commands:

    +use medic on <target>
    +use physician on <target>

With default system settings, both skills require that you have an object of class 'medical equipment', either in your inventory or in the room.

The Medic skill is based on your Craft skill, has an Intelligence Rating of 9, has no prerequisites, and may be attempted even if you do not know the skill. Using the skill takes 5 turns. Your target must be either resting or waiting, must not be stunned, and must be in the same room with you at when you at the beginning and end of the 5 turn period. Sucessful use of the Medic skill causes 1d4 damage to be removed from your target.

The Physician skill is based on your Craft skill, has an Intelligence Rating of 11, requires Medic 1 as a prerequisite, and may not be attempted if you do not know the skill. Using the skill takes 10 turns. Your target must be either resting or waiting, must not be stunned, and must be in the same room with you at when you at the beginning and end of the 10 turn period. Successful use of the Physician skill causes 1d4 + 1dX damage to be removed from your target, where X is your Tech Level (usually the same as your world's Tech Level). Some sample Tech Levels:

   
Period  
Tech Level
      Medieval          4
      Mid 20th Century              8
      Star Wars SF             13

You cannot simply repeatedly use these skills until a characteris fully healed. Use of the skills is governed by the system parameter heal_interval, which has a default of 4 hours. Once you use either of these skills on a given player, the player may not be healed again by skill use until the healing interval has passed.

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