I had some questions regarding specifically medical alchemy. Would this be a complementary roll for dress wound and/or surgery if a character wanted to use medical alchemy, or does it have stats for how much it can heal if you used say: a potion, tonic, etc.? The basic compendium is somewhat vague about how much it will heal if any. I have a doctor in my group but they have yet to use medical alchemy yet, I'm trying to prepare myself for when they do. Thanks in advance.
This is a most excellent question and I will say that you are on the right track. Medical Alchemy can indeed be used as a complementary skill to dress wound and or surgery, in that the substances the healer will be creating can affect the Dice the Healer is able to use when attempting to use Dress Wound skills. I will go into detail on the details of what would be required in order to use it effectively. The exact way will be described below. The first thing to consider is whether the character in question ( in this case a doctor ) has access to ingredients which could be used to aid the process of healing or treating wounds. The specific type of ingredients could be any thing from strong alcohol to specific plants or spices which might offer some healing qualities in our own world. If they do possess these ingredients, then they would be able to make salves and potions from combining these ingredients in specific orders with others using the knowledge skill they have purchased as a doctor possessing Medical alchemy skill roll. The easiest way to determine the amount of bonus a particular potion or concoction will grant is as follows. This is a sneak preview of some of the more detailed information which will be explained with in the pages of the up and coming WORLD GUIDE which already contains many unique medicines for the world of Dardunah and goes into great detail on the exact properties of individual substances and the processes used by healers to restore lost Stamina and keep the Janah in good health according to the will of the Great Mother and Father. Here we shall keep it as simple as possible in order to provide you with a foundation by which to allow your player to utilize the skills which make him/her a valued member of the party.
There are three things to consider. The specific names of the herbs or medicines which the character creates may differ depending upon which culture the healer is from and what Caste he has, however, no matter what name they are called they will all have certain things in common. The things which will be in common are. First of the amount of benefit which is afforded by using the medicine the character wishes to use. The second thing is the rareness of finding the necessary ingredients to make the particular medicine the Healer has in mind, with the more common items being easier to acquire and the rarer more potent ingredients being more difficult to gain. Lastly the difficulty to knowledge skill penalty assigned to the type of medicine the Healer is attempting to make, with the easier and less potent herbs and potions recipes being more commonly known and able to be reproduced and the rarer more scarce esoteric extraordinary herbs, potions and healing substances being more challenging to prepare. The chart presented below should be enough to allow you to provide the Healer in your group with plenty of unique role play scenarios which are tailored to display the particular and unique strengths of the profession she/he has chosen and give the other players a greater respect for the importance of how knowledge skills can make the game more interesting.
This chart which I have provided is by no means complete and is intended to wet your appetite for the much greater treasure which will be presented with in the pages of our next addition to the core rule books which we are currently striving to make available to those of you who have shown us such unwavering support. Please stay tuned and visit the forum on a regular basis to stay informed and gain access to the latest news, as well as have any questions or concerns addressed by those of us closest to the creators of this most magnificent game.
1.) Dice bonus to Dress Wound or Surgery 2.) Dice Penalty to Herbal Lore or 3.) Dice penalty to Medical Craft skill roll
Performance skill roll when using Medical Knowledge skill roll to to create applicable form of the
medication. locate medication nearby. Medication.
LEVEL 1 ( These Medicines offer +1 Dice ) ( These Medicines are 0 Penalty ) ( These are -1 Penalty to create )
LEVEL 2 ( These Medicines offer + 2 Dice) ( These Medicines are -1 Penalty ) ( These are -2 Penalty to create )
LEVEL 3 ( These Medicines offer +3 Dice ) ( These Medicines are -2 Penalty ) ( These are -3 Penalty to create )
LEVEL 4 ( These Medicines offer +4 Dice ) ( These Medicines are -3 Penalty ) ( These are -4 Penalty to create )
LEVEL 5 ( These Medicines offer +5 Dice ) ( These Medicines are -4 Penalty ) ( These are -5 Penalty to create )
ECT. ECT. ECT. ECT.
Please let me know how this works for you and keep me informed on the progress of your game. Remember we are only a few key strokes away if you ever need any more information and we are always pleased to hear from you.
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