Wednesday, May 25, 2011
Three Kinds of Medicine
This is an idea that I had for a GURPs game I ran a while ago. The below text is taken from a PDF that I distributed to all players.
Esoteric Medicine Specializations:
The Esoteric Medicine skill is available with only the following specialties: Herbal Folk Remedies, Elvish Aura Alignments, and Dwarven Field Medicine. Herbal Folk Remedies functions as First Aid but with a minimum HP gain of 0 instead of 1 when rolling for HP recovered through treatment. Elvish Aura Alignments can only be used to assist in recovery (i.e. does not constitute training in actual bandaging or treatment) and actually has no effect. The practitioner may or may not be aware of this. Regardless of the truth, any time a patient survives recovery under this care the practitioner gains +1 to all social rolls against anyone aware of the recovery and may possibly receive gifts from individuals close to the patient. Dwarven Field Medicine functions as the actual physician skill. However, anyone seen practicing it is suspected of dark powers and suffers -1 to all social rolls against anyone aware of the usage.
Basically, you have 3 kinds of medicine. One that is just kind of basic medieval medical treatment (i.e. pretty crappy). Another that is useless, but which people believe works. And a third which is actually modern medicine, but which causes social backlash against the practitioner for being borderline evil.
I would really like a way to incorporate this into the games I am working on now, but I am hesitant to override some of the systems I have in place.
What do you guys think? Does this sound cool? Cool enough to build into a game itself, or just limited to a single setting design?
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