Rule
Rule Category:Damage
Rule Name:Medical Treatment
Biocort is a healing drug that can work miracles if properly administered. Biocort works as the Champions power: Aid to BODY. Biocort can be used in 4 stages:

First Aid - 1d6 Aid to BODY
Anyone with a first aid kit and some biocort can administer first aid if they make a successful INT roll. If the person doing first aid had paramedic skill, they can use that instead. More than one dose of biocort can be used, but the maximum amount of healing is 3 points of BODY. The number of doses need not be declared before making the roll. A failed roll uses one dose. With a succussful roll, the person doing the first aid can use one dose of biocort at a time until he has healed the max that first aid can heal (i.e., 3 points). First aid takes 1 action to complete and must be done within 1 hour of the time the wounds were sustained. Once first aid is given, it cannot be administered again until the target is wounded again and, even then, the first aid would only apply to the new wounds.

Paramedic Treatment - 2d6 Aid to BODY
A paramedic can use their skill to better treat wounds, but this requires more time and is usually done after first aid. The paramedic must have a paramedic kit and some biocort. More than one dose of biocort can be used, but the maximum amount of healing is 6 points of BODY. The number of doses need not be declared before making the roll. A failed roll uses one dose. With a succussful roll, the paramedic can use one dose of biocort at a time until he has healed the max that his treatment can heal (i.e., 6 points). Paramedic treatment takes 5 minutes to complete. Once paramedic treatment is used, it cannot be used again until the target is wounded again and, even then, the treatment would only apply to the new wounds.

Minor Surgery - 3d6 Aid to BODY
Someone with paramedic skill and KS: Medicine (i.e., a doctor), can perform minor surgery if they have a doctor's bag. More than one dose of biocort can be used, but the maximum amount of healing is 9 points of BODY. The number of doses need not be declared before making the roll. A failed roll uses one dose. With a succussful roll, the doctor can use one dose of biocort at a time until he has healed the max that minor surgery can heal (i.e., 9 points). Minor surgery takes 1 hour to complete. To succeed, the doctor makes a skill roll using the lower of his Paramedic or KS: Medicine skill rolls. Once minor surgery is used, it cannot be used again until the target is wounded again and, even then, the treatment would only apply to the new wounds.

Major Surgery - 4d6 Aid to BODY
Someone with paramedic skill at 14 or less, KS: Medicine at 14 or less, and the 3 point DEX-based skill Surgery can perform major surgery if they have a surgeon's kit. More than one dose of biocort may be used. The maximum amount that may be healed with major surgey is 12 points. The number of doses need not be declared before making the roll. A failed roll uses one dose. With a succussful roll, the surgeon can use one dose of biocort at a time until he has healed the max that surgery can heal (i.e., 12 points). To succeed, the surgeon must make a surgery roll.

Example of Use
Major Mike (BODY 25) suffers 22 points of BODY damage in a battle. After the battle, Doctor Tom (Paramedic 14-, KS: Medicine 12-) treats him. He attempts first aid and rolls a 12. Success. He rolls the 1d6 Aid and gets a 3 which heals 1.5 points of BODY, which rounds up to 2 points of BODY healed. He choses to use another dose and rolls a 3 which would normally result in another 2 points healed except that the max that first aid can heal is 3 and he had already healed 2. Thus, he heals one more point. Now that he has succeeded with First Aid, he cannot try again. Major Mike is still down 19 BODY. Doctor Tom next uses paramedic treatment. He makes his roll using his paramedic roll of 14 or less. He rolls a 15. Failure! He marks off a dose of biocort and then tries again. This time he rolls a 9 on his skill roll. Success! He rolls the 2d6 Aid for the biocort (2 doses) and the result is a 7. Three and a half points of BODY healed, which rounds up to 4. He chooses to use another dose of biocort and so he rolls another 1d6, getting a 4; 2 more points of BODY healed; the max that he can heal with paramedic skill. Major Mike is still down 13 BODY. Before attempting minor surgery, Doctor Tom moves Major Mike to a properly equipped medical lab. The GM awards Doctor Tom a +2 to his roll for the lab and then has him make his KS: Medicine roll, which is normally 12 or less but, with the medical lab bonus, is now 14 or less. Good thing too. The roll comes out to a 14 exactly. He rolls his 3d6 for the biocort and gets a 10, or 5 BODY healed. He adds a couple more doses of biocort to heal the max amount allowed for minor surgery, which is 9. Major Mike is now only down 4 BODY. Doctor Tom is not a surgeon so he is done. Major Mike will have to heal the rest on his own with proper rest.

Using less Biocort
The medic can always choose to use less biocort if he chooses. For example if, after using first aid and paramedic treatment, the patient is only down 2 BODY, the doctor may not want to waste 3 doses of biocort when doing minor surgery. He may roll the 1d6 biocort rolls individually and stop when he has healed all he needs to heal.

Kits
The kits required for the various level are included in higher level kits. For example, a doctor's bag (required for minor surgery) includes the tools of a paramedic kit and a first aid kit. A surgeon's bag includes all the tools necessary for all of the lower level ministrations.

First Aid Kit - 20 cr
Paramedic Kit - 100 cr
Doctor's Bag - 2000 cr
Surgeon's Kit - 5000 cr
Biocort (per dose) - 100 cr
Staydose (per dose) - 500 cr
Stimdose (per dose) - 50 cr

Order of Treatment
Once a higher level of treatment has been performed, a lower level cannot be used. For example, if someone is injured 7 points, and the doctor decides to use minor surgery without first doing first aid and paramedic treatment, then after the minor surgery, whether successful or not, it is too late to do first aid or paramedic treatment. If one type of treatment fails, it may be attempted again, although the biocort is used.

Modifiers
Properly equipped medical facility - +2 to all types of treatment
Being treated on a dirty battlefield - -2 to minor and major surgery
Skilled Assistant (assistant must make successful skill roll to give bonus)
Paramedic treatment - +2 if assistant is paramedic or better, +1 otherwise (INT roll required).
Minor surgery - +2 if assistant is doctor or better, +1 if paramedic.
Major surgery - +2 if assistant is surgeon, +1 if doctor.

Making a Skill roll by Half
If a skill roll (at any level of treatment) is made by half, then reroll any 1's rolled for the biocort.

Rolling a natural "3"
If a natural 3 is rolled (at any level of treatment) then the biocort rolls are automatically treated as 6's.
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