After The Fall

Medical Skills

Medical Assistant Physician Surgeon

Medical Assistant

Return To Top

Skill Name Human Cyborg Zoner Multiple Purchase Notes
MEDICAL ASSISTANT 20 40 30 No Gives Bandage, ID Drugs, Load auto-injector, surgical Asst. & Administer Meds skills as a lower cost group
Bandage 10 10 10 No  
Identify Drugs 10 10 15 No  
Load Auto-Injectors 5 10 10 No  
Surgical Assistant 10 20 15 No Must have the Bandage skill as a prerequisite
Administer Medicines 5 10 5 No  

Medical Assistant: This is a combination of five basic medical skills that if learned together at one event will cost you less than if you bought them separately. Only players with a Medical Path history can purchase the skills as a group. All others must purchase and learn these skills separately.

Administer Medicines: This skill allows you to administer drugs without the use of an auto-injector.

Bandage: This skill allows you to bandage a wounded person and bring them to a stable life-state. Bandaging will stop them from bleeding out and dying. This action takes one full minute of role-playing while you tie a bandage on the wounded person. This action will stabilize the wounded person, but the person is still unconscious.

Identify Drugs: This allows a person to identify commercially produced drugs and know their effects. Commercially produced Drugs will have a combination of color and a ID number that can be matched with a codex that gives you the proper name and the usage of the drug. This does not allow you to administer these medicines which is a separate skill.

Load Auto-Injectors: This skill allows you to load pre-mixed medicines into auto-injectors that can be used by anyone when needed. Mixing the components and drugs to form medicines is a different skill called Pharmacology. It takes one minute of role-playing to load an auto-injector. Auto-injectors need to be found or purchased in-game.

Surgical Assistant: Allows you to assist a character with surgery and thus heal more vitality points during this surgery. For every assistant helping with surgery, the patient will recover one more vitality point. Surgical assistants must work with someone that has one of the "surgery" skills. There is a limit of two assistants per surgeon.

Physician

Return To Top

Skill Name Human Cyborg Zoner Multiple Purchase Notes
PHYSICIAN 40 60 50 No Must have all of the Medical Assistant skills as a prerequisite Gives Diagnose, Pharmacology, Minor Surgery and Remove Augmentation skills as a lower cost group
Diagnose 10 10 10 No  
Pharmacology 10 10 10 Yes Must have the Identify Drugs skill as a prerequisite. Cost increases every five purchases.
Minor Surgery 30 40 30 No Must have the Surgical Assistant skill as a prerequisite
Remove Augmentation 20 20 20 No Must have the Minor Surgery skill as a prerequisite
 
Stabilize Mental 10 10 10 No  

Physician: This is a combination of four medical skills that if learned together at one event will cost less than if you learned each separately. Only players with a Medical Path history can purchase these skills as a group. All others must purchase and learn these skills separately. You must have all of the Medical Assistant skills as a prerequisite to buying these skills.

Diagnose: This is the ability to determine what ails a person. (Physical or mental). This skill takes one full minute of role-playing checking pulse, looking in their mouth/throat, (say Ahhhh!) etc. The one exception to the one-minute role-play rule in this skill is that a person with this skill can tell if another person is stable or critical after only ten seconds of role-playing. Diagnosing further information will take one minute per question.

E.g.: Doc Smyth sees his friend Snookums lying on the floor in a building with a dead mutant a few feet away. Doc Smyth kneels next to Snookums and states "Diagnose". Checking to see if you are stable?" Snookums then counts off ten seconds and informs Doc Smyth that her status is critical. Doc Smyth can then bandage her to stabilize her or administer a medicinal stabilizer.

Pharmacology: Allows a person to follow certain basic formulas to create medicines. These medicines can then be combined into a stabilizer or Fast-Heal medication, if you have the proper skill. It takes 5 minutes of role-playing time to follow a formula and create one medicinal mixture. You will receive a new formula for your Medical Compendium each time you take this skill. You may only use the formulas that have been "taught" to you by a teacher or via the Educational Center. Use of a Medical Lab will allow you to make multiple doses of the same medicine in the five minute role play time. Must have the Identify Drugs skill as a prerequisite

The cost for this skill goes up by ten Character Points after this skill has been purchased five times. It goes by 10 points again after the next five purchases, etc.

Minor Surgery: This skill will allow a person to restore 1 point of vitality per 5 minutes of role-playing time spent "in Surgery." The "patient" must be at least stable. The surgery cannot be interrupted. If it is interrupted, (you must move the patient because of an attack, Doctor has to go to the bathroom, etc. The surgery time must be restarted) All vitality can be restored via this method but each point restored must have 5 minutes of role-playing invested. If the surgeon is helped by a person with the Surgical Assistant skill for the full 5 minutes, an additional point of vitality will be restored. The patient must be unconscious while surgery is performed. If the patient is in a Critical Life Stage, they are unconscious and surgery can be performed. (Be careful that the patient does not bleed to death as they are not stable.) If the patient is stable and conscious, surgery without anesthesia causes two points of damage from pain and shock. Thus using surgery to repair damage from a Sever without anesthesia might send the patient into the Critical Life Stage. After "minor" surgery without anesthesia is complete, the patient can be stabilized using any of the normal procedures. If minor surgery is performed without anesthesia, and the patient has more than two vitality, their vitality is reduced by two points.

Must have the Surgical Assistantskill as a prerequisite to buying this skill.

Note: You cannot restore more Vitality than the patient had at the start of the event. You also may NOT perform surgery on yourself….No matter how big a mirror you have. There can be no more than two surgical teams (total six people) working on one patient at a time.

Remove Augmentation: This skill will allow a person to remove any electronic or mechanical augmentation. These can be removed after 5 minutes of "surgery." Augmentation items that have been removed can NEVER be reused or implanted into another person. Any augment item that has been removed is considered damaged beyond use and must be turned in to ATF-operations. It is considered to be "out-of-game" once the item is removed. Must have the Minor Surgery skill as a prerequisite to buying this skill.

NOTE : You may not remove an embryonic implant. However, you may remove any augmentation that was added after the embryonic enhancements..

Stabilize Mental: This skill will allow a person to do some basic psychotherapy that will help to stabilize a person who has had mental/psyche damage due to a psionic attack or other type of attack that affects the mind. It takes 5 minutes of role-playing time talking with the patient to stabilize their mental situation so they will not lose any more mental health levels, slip into a coma, and eventually die.

Surgeon

Return To Top

Skill Name Human Cyborg Zoner Multiple Purchase Notes
SURGEON 70 80 70 No Must have all of the Physician skills as a prerequisite. Gives the Major Surgery and Implant Augmentation skills as a lower cost group
Major Surgery 50 60 50 No Must have the Minor Surgery skill as a prerequisite
Implant Augmentation 30 30 30 No Must have the Major Surgery skill as a prerequisite
 
Advanced Pharmacology 50 50 50 No Must have the Pharmacology skill as a prerequisite
Heal Mental State 30 30 30 No Must have the Stabilize Mental skill as a prerequisite
Medical Experimentation 50 50 50 No Must have the Advanced Pharmacology skill as a prerequisite

Surgeon: This is a combination of five medical skills that if learned together at one event will cost less than if you learned separately. Only players with a Medical Path history can purchase these skills as a group. All others must purchase and learn these skills separately

Major surgery: This skill will allow a person to restore 5 points of vitality per 5 minutes of role-playing time spent "in Surgery." The "patient" does not have to be stable but they may bleed out and enter the dead stage if their time runs out before surgery is completed. The surgery cannot be interrupted. If it is interrupted, (you must move the patient because of an attack…Doctor has to go to the bathroom, etc. The surgery time must be restarted) All vitality can be restored via this method but for each 5 points restored must have 5 minutes of role-playing invested. If the surgeon is helped by a person with the Surgical Assistant skill for the full 5 minutes, an additional point of vitality will be restored. The patient must be unconscious while surgery is performed. If the patient is in a Critical Life Stage they are unconscious and surgery can be performed. (Be careful that the patient does not bleed to death as they are not stable.) If th patient is stable and conscious, surgery without anesthesia casuse two points of damage from pain and shock. Thus using surgery to repair the damage from a Sever or to restore Vitality points without anethesia might send the patient into the Critical Life Stage. After "major" surgery without anesthesia is complete, the patient will automatically be stabilized and will gain the full amount of vitality points minus two points for pain and shock.

Must have the Minor Surgeryskill as a prerequisite to buy this skill.

Note: You cannot restore more Vitality than the patient had at the start of the event. You also may NOT perform surgery on yourself….No matter how big a mirror you have. There can be no more than two surgical teams (total six people) working on one patient at a time.

Implant Augmentation: This skill will allow a surgeon to implant an electronic or mechanical augmentation device. It will take 5 minutes of role-play "surgery" per level of the implant to accomplish. There is always a percentage chance that the patient's body will reject the implant. The rejection percentage will never be less than 10% and depending on how complex the implant. The rejection percentage could be as high as 90%. Must have the Major Surgeryskill as a prerequisite to buy this skill.

Advanced Pharmacology: Allows a person to follow certain basic formulas to create miracle medicines. These medicines can then be combined into a Stabilizer or Fast-Heal medication, if you have the proper skill. It takes only one minute of role-playing time to follow a formula and create one medicine. You may only use this skill with a single "type" of medicine per each time taken. The miracle medicine that you will be able to prepare using advanced Pharmacology must be declared when you learn this skill. You may purchase this skill more than once and will declare a different medicine each time. You may only declare a medicinal formula that you are taught or that you have the formula documentation sheet. This skill will not teach you a new formula but if you have this skill you might learn a new formula from a teacher or from the education center or you might find the documentation paper somewhere in-game. Use of a Medical Lab will allow you to make multiple doses of the same medicine in the one-minute role play time. Must have the Pharmacology skill as a prerequisite to buy this skill.

NOTE: These "miracle medicines" will never restore a character from death unless it SPECIFICALLY says that it will do so. They usually can only help someone who hasn't gone past the critical stage.

Heal Mental State: This skill will allow a person to do psychotherapy that will help to "cure" a person who has had mental/psyche damage due to a psionic attack or other type of mind damaging attack. It takes 5 minutes of role-playing time talking with the patient to restore one level of mental health. Must have the Stabilize Mentalskill as a prerequisite to buy this skill.

Medical Experimentation: This allows you to do one experiment between events. You could attempt to combine different medicines to create a new multi effect medicine. You could attempt to combine different chemicals create new medicines. You must turn in the chemicals or medicines at the end of the game along with a slip stating your intentions. Must have the Advanced Pharmacologyskill as a prerequisite to buy this skill.

---END---