Adjustment to the First Aid Ranked Skill
Posted: Thu May 14, 2020 4:25 pm
so I am proposing a slight alteration to the First Aid Ranked skill with this post, it seems a little bit lackluster and while I recognize that magical healing is the norm within the Empire there are times where magical healing just isn't viable and so my suggestions made here are to improve the First Aid skill to allow it to more fully encompass Proper Analogue Medicine of the time period.
Current Skill:
First Aid/Triage(Any Class)
Novice - Able to make a battlefield or emergency decision about whether the patient may be moved or not.
Apprentice - Able to sort out injured based on the simple symptoms of their ailments.
Journeyman - Able to staunch the flow of blood on a small wound or begin preparation of a body for rezzing.
Expert - Able to stabalize a rough wound on a person and keep them from dying immediately of blood loss. Able to apply bandages properly to simple wounds.
Master - Able to stabalize all forms of wounds, if not a healer themselves, able to work to help one. Able to completely prepare a corpse for rezzing.
Suggested Changes:
Analogue Medicine(Any Class)
Novice - Able to make a battlefield or emergency decision about whether the patient may be moved or not; able to properly triage in a controlled environment.
Apprentice - Able to diagnose simple ailments and injuries and decide upon a reasonable course of treatment; able to perform triage in any environment; basic knowledge of the medicinal properties of various herbs
Journeyman - Able to begin preparation of a body for rezzing; able to examine intermediate injuries and diagnose most ailments and decide upon the proper course of treatment; able to properly apply bandages to simple wounds; advanced knowledge of medicinal properties of various herbs
Expert - Able to stabilize a rough wound on a person and keep them from dying immediately of blood loss. Able to apply bandages properly to all wounds; beginning knowledge of medicinal properties of poisonous plants; able to brew strictly medicinal teas; can begin to teach Analogue Medicine to another
Master - Able to treat all forms of wounds, if not a healer themselves, able to work to help one. Able to completely prepare a corpse for rezzing; Master knowledge of Medicinal properties of herbs and poisonous plants; ability to delay the effects of poisons in the body through the use of medicinal teas; ability to create salves and ointments for medicinal purpose provided the proper facilities; beginning knowledge of Advanced Medical Procedures
Advanced Analogue Medicine(Any Class) Pre-Req: Master of Analogue Medicine, Master of Alchemy
Novice - Able to perform simple surgeries and come up with advanced forms of medicinal tinctures, elixirs, and salves to fit the purpose of a patients needs.
Apprentice - Able to Diagnose Magical Ailments and come up with treatment plans to alleviate their symptoms but not cure them.
Journeyman - Able to Perform Intermediate Surgeries and procedures; knows exactly how to counteract any common poison using elixirs or medicinal teas and can create the same.
Expert - Able to begin teaching Advanced Analogue Medicine to another; Has advanced understanding of the theories required to completely cure Magical Ailments and can form treatment plans that will ensure the patient can survive long enough to be properly tended.
Master - Able to Diagnose, Treat, and with the help of the magically inclined (if you yourself are not) cure all known Magical Ailments and Wounds that can be treated/cured; considered a Master of Mundane Medicine and Surgery.
Yes I realize that its broken up into two skills here but I think this would create better chances for RP, especially for characters who don't have access to Magic but still want to be able to help heal others or between characters who for whatever reason refuse magical healing. This also gives a little bit of spice into things as Magical Healing would become impractical if too much is applied at one time (the body of the one being healed becoming overwhelmed by the rapidity of the healing and the energy in themselves that it would burn) and so this allows magical and nonmagical individuals to team up for RP's to ensure that wounds get fully treated and adds more depth to the world.
Current Skill:
First Aid/Triage(Any Class)
Novice - Able to make a battlefield or emergency decision about whether the patient may be moved or not.
Apprentice - Able to sort out injured based on the simple symptoms of their ailments.
Journeyman - Able to staunch the flow of blood on a small wound or begin preparation of a body for rezzing.
Expert - Able to stabalize a rough wound on a person and keep them from dying immediately of blood loss. Able to apply bandages properly to simple wounds.
Master - Able to stabalize all forms of wounds, if not a healer themselves, able to work to help one. Able to completely prepare a corpse for rezzing.
Suggested Changes:
Analogue Medicine(Any Class)
Novice - Able to make a battlefield or emergency decision about whether the patient may be moved or not; able to properly triage in a controlled environment.
Apprentice - Able to diagnose simple ailments and injuries and decide upon a reasonable course of treatment; able to perform triage in any environment; basic knowledge of the medicinal properties of various herbs
Journeyman - Able to begin preparation of a body for rezzing; able to examine intermediate injuries and diagnose most ailments and decide upon the proper course of treatment; able to properly apply bandages to simple wounds; advanced knowledge of medicinal properties of various herbs
Expert - Able to stabilize a rough wound on a person and keep them from dying immediately of blood loss. Able to apply bandages properly to all wounds; beginning knowledge of medicinal properties of poisonous plants; able to brew strictly medicinal teas; can begin to teach Analogue Medicine to another
Master - Able to treat all forms of wounds, if not a healer themselves, able to work to help one. Able to completely prepare a corpse for rezzing; Master knowledge of Medicinal properties of herbs and poisonous plants; ability to delay the effects of poisons in the body through the use of medicinal teas; ability to create salves and ointments for medicinal purpose provided the proper facilities; beginning knowledge of Advanced Medical Procedures
Advanced Analogue Medicine(Any Class) Pre-Req: Master of Analogue Medicine, Master of Alchemy
Novice - Able to perform simple surgeries and come up with advanced forms of medicinal tinctures, elixirs, and salves to fit the purpose of a patients needs.
Apprentice - Able to Diagnose Magical Ailments and come up with treatment plans to alleviate their symptoms but not cure them.
Journeyman - Able to Perform Intermediate Surgeries and procedures; knows exactly how to counteract any common poison using elixirs or medicinal teas and can create the same.
Expert - Able to begin teaching Advanced Analogue Medicine to another; Has advanced understanding of the theories required to completely cure Magical Ailments and can form treatment plans that will ensure the patient can survive long enough to be properly tended.
Master - Able to Diagnose, Treat, and with the help of the magically inclined (if you yourself are not) cure all known Magical Ailments and Wounds that can be treated/cured; considered a Master of Mundane Medicine and Surgery.
Yes I realize that its broken up into two skills here but I think this would create better chances for RP, especially for characters who don't have access to Magic but still want to be able to help heal others or between characters who for whatever reason refuse magical healing. This also gives a little bit of spice into things as Magical Healing would become impractical if too much is applied at one time (the body of the one being healed becoming overwhelmed by the rapidity of the healing and the energy in themselves that it would burn) and so this allows magical and nonmagical individuals to team up for RP's to ensure that wounds get fully treated and adds more depth to the world.