Medical Treatment (Medicae & Chirugeons): Difference between revisions

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=== '''Providing Medical Treatment''' ===


All characters in DuD are treated as being capable enough to aid someone who is obviously bleeding this is represented by the '''First Aid''' trait which is free for all characters to take which allows them to;


=== Treating a Casualty ===
* Providing they are '''Fine''' and haven’t got a limb disabled '''''' they can give '''First Aid''' to '''Grievously Wounded''' characters, pausing their '''bleed count''' while they do so (see beneath for more details) - this occupies both their hands so they may do nothing else while doing it and they cannot do this while a casualty is being moved.
A casualty is a character who is currently '''<span style="color:#FFA500">Wounded</span>''' or '''<span style="color:#DC143C">Grievously Wounded</span>'''. While in these conditions, a character is vulnerable to further mutilation, capture or worse. A character with the Medicae or Chirurgeon Traits can return them to '''<span style="color:#228B22">Normal</span>''' via the use of their skills, and any character can provide some immediate assistance via performing First Aid.


Providing they are '''Fine''' and haven’t got a limb disabled '''''' they can aid a '''Casualty''' to move, however they cannot stop the


=== First Aid ===
However trained medics such as the '''Medicae''' who tend to battlefield casualties and '''Chirugeons''' who studied at the Imperium’s Medical Academies to hone their arts have a more significant role to play in treating Casualties. The individual abilities of each type of medic is covered in detail below.
All PCs at DuD, as chosen agents of the Inquisition, have some basic ability to deal with injuries in combat; as such, they have the [[Expertise_Traits#First_Aid_.28Free.29|First Aid]] Trait. By a few moments’ roleplay, they may determine the rough appearance and location of an injury (a quick OC check with the casualty for a description), and '''pause the character’s bleed count'''. As long as the character providing aid has both hands entirely occupied by applying pressure to the wound, holding the injured limb braced or so on, the bleeding character’s condition does not worsen. If they cease to do so, the bleed count resumes from where it left off.


A character who is capable of First Aid can also administer chems as a Medicae or Chirurgeon’s immediate proxy. Any delay in administering the chem wastes the dose through mishandling, but provided they obey the medic’s instructions promptly any character can follow through on tasks like “inject this into her arm!” or “get them to swallow this pill!”
'''Medicae''' can perform effective medical treatment in the field and under fire;


* '''They can perform First Aid with one hand''' enabling them to do it providing they have a functioning limb, or use a pistol to defend themselves while performing it, or use it to move the casualty while continuing First Aid.


=== Moving Casualties ===
* With patients with '''Grisly Injuries''' they can '''Mend''' their injury(s) with thirty seconds of medical roleplay due to their familiarity with battlefield injuries.
'''<span style="color:#FFA500">Wounded</span>''' characters cannot move faster than a slow stagger unaided, and '''<span style="color:#DC143C">Grievously Wounded</span>''' characters cannot move at all.  


'''Any character can move a casualty''', via roleplaying helping them to move at whatever level of contact the casualty’s player is happy with – but if the assisting character is not a [[Expertise_Traits#Medicae|Medicae]] and the casualty’s bleed count is paused, '''doing so will cause the bleed count to resume'''. It does not matter if someone else is also ‘staunching’ a wound while the casualty is being moved – it is not possible for an untrained character to keep a bleed count paused while a casualty is in motion. To move a casualty safely, their bleed count must be '''stopped''', or one of the characters moving them must be a [[Expertise_Traits#Medicae|Medicae]].
* They can perform '''Triage Checks''' on characters who are '''Shaken''' or '''Grievously Wounded''' - making draws from the '''Complications Deck''' if they discover a complication while doing the check.


 
If they discover a Complication with a '''Medicae Intervention''' option they can perform '''Surgery''' to return any casualty to '''Fine'''. They cannot operate on other complications.
=== Medicae ===
A character who is a [[Expertise_Traits#Medicae|Medicae]] can perform effective medical treatment in the field and under fire.
 
* '''They can stop a bleed count''', via a short period of roleplaying the application of bandages, injectors, cautery, or similar.
 
* '''They can move casualties''' without restarting their bleed count.
 
* '''They can administer any chem,''' or direct other characters who are assisting them to do so.
 
* They can also '''make a diagnosis''' and if they do not discover a Complication with a '''Medicae Intervention''' option they can perform [[Medical_Treatment_(Medicae_and_Chirugeons)#Performing Surgery|Surgery]] to return any casualty to '''<span style="color:#228B22">Normal</span>'''.
 
 
 
=== Chirurgeons ===
Characters who are [[Expertise_Traits#Chirurgeon|Chirurgeons]] the pinnacle of medical expertise, and with access to a proper operating theatre they can achieve almost anything.
 
*'''They can stop a bleed count,''' via a short period of roleplaying the application of bandages, injectors, cautery, or similar.
 
*'''They can administer any chem,''' or direct other characters who are assisting them to do so, and they can also make chems via [[Alchemistry (Chems and their Creation)|Alchemistry]].
 
*Chirugeon’s are skilled enough that they can '''make a Diagnosis with a few moments of examination'''. Provided they have access to a [[Medical_Treatment_(Medicae_and_Chirugeons)#Medbays|Medbay]], they may perform [[Medical_Treatment_(Medicae_and_Chirugeons)#Performing Surgery|Surgery]] to return a casualty to Normal and resolve Complications.
 
 
=== Making a Diagnosis ===
Before a [[Expertise_Traits#Medicae|Medicae]] or [[Expertise_Traits#Chirurgeon|Chirugeon]] can proceed with [[Medical_Treatment_(Medicae_and_Chirugeons)#Performing Surgery|Surgery]] they must first perform a Diagnosis Check;  a simple bead draw to determine if there is a Complication that will need to be overcome for surgery to succeed.
 
The base chance of finding a Complication is 25%. A standard method of making the check would be to use a bag of beads, 9 white and 3 red; on blind-drawing a bead from the bag, a Complication occurs if a red bead is drawn. Digital randomisers, dice or other methods are also appropriate, at the player’s preference.
 
 
=== Performing Surgery ===
To perform surgery, a [[Expertise_Traits#Medicae|Medicae]] or [[Expertise_Traits#Chirurgeon|Chirurgeon]] must make use of tools to perform a period of roleplay treating a character’s wounds. Casualties must be given a dose of the [[Alchemistry (Chems and their Creation)|Chem Opia]] in order to hold still for surgery without restraints.
 
If a '''Complication''' was diagnosed then the character will have to perform one of several roleplay options on the Complication Card, before they can successfully complete the Surgery. Only [[Expertise_Traits#Chirurgeon|Chirurgeons]] can perform all options, [[Expertise_Traits#Medicae|Medicae]] can only treat cards with the '''Medicae Intervention''' treatment option, however they can perform '''Quick Fix''' solutions in the field if there is a Chirugeon to instruct them.
 
When surgery is completed, the treated character is normally restored to '''<span style="color:#228B22">Normal</span>''' '''with 1 Endurance''' unless a Complication specifies otherwise.
 
 
=== Medbays ===
A '''Medbay''' is defined as a well equipped medical facility such as a small surgery or a field hospital. Medbays are set up as part of the game environment and in some cases may be deliberately absent to present a challenge to players. A medbay is usable as such if an '''Officio Medicae Banner''' is set up in the environment by the Game Team or if the Game Team  tells you otherwise.
'''It is possible for players to bring their own Field Hospital setups with Game Team approval you must have your own Officio Medicae Banner to set up''' - you may ONLY set up the banner after getting approval from a member of the Game Team that your medbay is ready to take casualties.
 
 
=== Complication Cards ===
When a Medical Test turns up a Complication, a card must be drawn from the [[Rules_Downloads#Medical_Complications_Deck|Complication Deck]]. In order to perform surgery, a [[Expertise_Traits#Medicae|Medicae]] or [[Expertise_Traits#Chirurgeon|Chirurgeon]] must have a Deck available; characters with these Traits should download a copy from the website and carry it with them.
 
The character suffering from the Complication makes a blind draw from the deck, reads the roleplaying effects and hands the card to their surgeon. The card will include a description of what, if anything, can be done to resolve the effects of the Complication; the Chirurgeon and casualty should roleplay through the effects.
 
Cards may have three classes of effect on them. These are '''Medicae Intervention''', detailing something that a character with the Medicae trait can do and the results of doing or not doing so; '''Quick Fix''', which allows a Chirurgeon to get a casualty back on their feet with only brief treatment, and the results of this course of action; or '''Proper Procedure''', detailing treatment that will take a longer time, but usually yield better results.
 
''Not all Complications have all three treatment options.''
 
=== Automatic Complications ===
The effect of some calls – '''Sunder''', for example – is to automatically generate a Complication as well as rendering a character a casualty. The casualty should ask for a card draw as soon as someone begins their '''Diagnosis''' as these complications tend to be a bit more obvious.

Revision as of 12:31, 1 June 2020

Providing Medical Treatment

All characters in DuD are treated as being capable enough to aid someone who is obviously bleeding this is represented by the First Aid trait which is free for all characters to take which allows them to;

  • Providing they are Fine' and haven’t got a limb disabled ' they can give First Aid to Grievously Wounded characters, pausing their bleed count while they do so (see beneath for more details) - this occupies both their hands so they may do nothing else while doing it and they cannot do this while a casualty is being moved.

Providing they are Fine' and haven’t got a limb disabled ' they can aid a Casualty to move, however they cannot stop the

However trained medics such as the Medicae who tend to battlefield casualties and Chirugeons who studied at the Imperium’s Medical Academies to hone their arts have a more significant role to play in treating Casualties. The individual abilities of each type of medic is covered in detail below.

Medicae can perform effective medical treatment in the field and under fire;

  • They can perform First Aid with one hand enabling them to do it providing they have a functioning limb, or use a pistol to defend themselves while performing it, or use it to move the casualty while continuing First Aid.
  • With patients with Grisly Injuries they can Mend their injury(s) with thirty seconds of medical roleplay due to their familiarity with battlefield injuries.
  • They can perform Triage Checks on characters who are Shaken or Grievously Wounded - making draws from the Complications Deck if they discover a complication while doing the check.

If they discover a Complication with a Medicae Intervention option they can perform Surgery to return any casualty to Fine. They cannot operate on other complications.