A Doctor's Trial

By Oden Gebhac, in Game Masters

The next time my group gets together, hopefully tomorrow evening, we should be adding two more players, one of whom is a Doctor. Part of the scenario I am devising includes a grievously wounded (has a piece of shrapnel lodged in him) and somewhat essential NPC that needs immediate medical attention during a nasty firefight between Rebels and Stormtroopers. The NPC can and should be moved to the Doctor's office for treatment.

What I would like to do is to treat this as an encounter similar to combat with Medicine rolls that slowly stabilizes the NPC and partly treat his injuries. I would like to avoid a million rolls to achieve the desired result but at the same time require multiple rolls to help narrate the encounter.

What I had in mind

  • The NPC has 12 Wounds but no Strain since he is a Rival
  • The Doctor will make Medicine rolls.
  • He has a Critical Injury rating of 125 which is the max for a Hard Difficulty on the check.
  • Each uncanceled Success grants the standard 1 wound recovered and reduces the Critical Rating by 10
  • Each uncanceled Advantage would normally grant 1 Strain recovered but Rivals do not have Strain Thresholds. So each uncanceled Advantage would reduce the Critical Rating by 10 with no Wounds recovered.
  • It is not necessary to fully heal the NPC and he can't be fully healed except by normal healing rules beyond this scenario but where would be a good place to consider the NPC stabilized and the shrapnel removed. I was thinking getting his Wound Threshold to 6-8 Wounds and the Critical Rating down to 50-70 would be enough.
  • I am thinking a maximum of 4-6 rolls (average length of my group's combat encounters) before nothing else can be done.

Any thoughts or suggestions?

Who?

PS: Sorry XD

If the doctor and the NPC are not the same race you may want to incorporate a Knowledge Xenology check at the beginning. Just because they a perfectly competent doctor on humans does not mean they are competent on Wookies. A triumph on this check could downgrade the difficulty of the First medicine check, Success could heal additional wounds, say plus 2 wounds for each successful medicine check (or drop additional points from the criticals), advantages could provide boost dice to his medicine rolls. Despair increases the difficulty of the check. Failure means he is not as effective (add one failure to all medicine checks), threat adds setback die to the first medicine check.

I like the idea for this but personally I try no to use the same roll repeatedly. mixing in other skills encourages PCs to branch out and helps add to the narrative. Imagine your doctor explaining how he mistook a reproductive organ for a vein during the check ;) because he wasn't familiar with the NPCs anatomy.

If i were running the scenario I would have only one or two medicine checks preempted by a series of other checks. (The discipline and knowledge checks would not be actions in my mind, unless they failed discipline)

1) Discipline: Unless this doctor is used to operating in combat they may freeze. A discipline check should be required or else the freeze. (loose an action, take setback, whatever...)

2) Athletics: Drag the NPC to a safe location. I was in the army and we were told to help fellow soldiers if we could get them behind cover. If not they were supposed to play dead and we were to shoot back at the enemy. Failure and they can not get a get them to a safe spot that turn. With two threat I would have them get hit by stray fire at half the base damage of the enemy weapons. Despair and there is no cover for them to hide behind.

3)Knowledge Xenology: Is this a wookie heart, or a wookie spleen?.

4) medicine: Critical Injury Hard Difficulty

5) Medicine: Wounds