FALLEN IS GOTHAM: Fallen Sons
TREATMENT
Intellect • Trained Only • Manipulation • Requires Tools
You’re trained in treating injuries and ailments. The check DC and effect of Treatment depend on the task:
If you do not have the appropriate medical equipment and supplies, you take a –5 circumstance penalty on your check. If your subject has a particularly unusual biology (an alien, for example) you may also suffer a circumstance penalty.
You can use the Treatment skill on yourself, but only to diagnose, provide care, or treat disease or poison. You take a
–5 circumstance penalty on checks when treating yourself.
DIAGNOSIS
You can diagnose injuries and ailments with an eye toward further treatment. This takes at least a minute. At the GM’s discretion, a successful diagnosis provides a +2 bonus for favorable circumstances on further Treatment checks.
PROVIDE CARE
Providing care means treating an injured patient for a day or more. If successful, the patient further reduces the recovery time by 1 rank. You can provide care for up to your Treatment rank in patients at one time.
REVIVE
You can remove the dazed or stunned conditions from a subject. The check to revive is a standard action. A suc- cessful check removes the condition. Other conditions the patient may have remain, so reviving someone incapaci- tated due to fatigue still leaves the patient exhausted, for example, while awakening someone incapacitated due to damage still leaves the patient staggered. You can’t awaken a dying character without stabilizing him first (see the following).
STABILIZE
As a standard action, a successful Treatment check stabilizes a dying character.
TREAT DISEASE AND POISON
You can treat a character afflicted with a disease or poison. Each time the character makes a resistance check against the ailment, you make a Treatment check. One degree of success provides the patient with a +2 circumstance bo- nus to the resistance check, three or more degrees of success provides a +5 circumstance bonus.