Healing with medicine in battle

By NeroKiryu, in Anima Rules Questions

In my campain one of the player want to heal other with his medidicine skill in the middle of a battle can he do it ?

There's no information about it in the books as far as i know and i don't know how it work. The player have 240 in medicine skill what's made him a master.

With Inhumanity or Zen I would let him.

Ahem.

Unless specifically mentioned as passive, all secondaries are considered Active Actions. As Active Actions, they can be used inside combat as such, just like an attack or otherwise. Most of the complicated secondaries have time requirements in order to keep people from abusing the system but, as it stands, Medicine has no such requirement in any edition or supplement I've seen (not that I've seen them all, but just saying). So, officially-speaking, you can make a full Medicine check in 3 seconds and then still have a hand free to attack someone. Keep in mind though that, officially-speaking, Medicine can also only be used "once per wound" (English Core 47/Core Exxet 52) and so your healer will only ever be able to heal a maximum of 70% of the damage suffered by anyone in the group.

Of course, this all seems ridiculous to me. Medical Care is some of the most daunting and complicated stuff you could ever try to do and so, given that I like to try and stabilize the wildly-varying difficulty curves in Anima, I tend to work with my own system, which I'll refrain from sharing without being asked to do so. ^_^ I hope this helps.

Of course, this all seems ridiculous to me. Medical Care is some of the most daunting and complicated stuff you could ever try to do and so, given that I like to try and stabilize the wildly-varying difficulty curves in Anima, I tend to work with my own system, which I'll refrain from sharing without being asked to do so. ^_^ I hope this helps.

Then consider yourself officially asked, as I'd love to see the system you're using. I have a player using Medicine as well, and while I've been winging it so far, I do need to come up with my own. So I'd be interested in seeing what others have done to draw inspiration from, if you don't mind. :)

Then consider yourself officially asked, as I'd love to see the system you're using. I have a player using Medicine as well, and while I've been winging it so far, I do need to come up with my own. So I'd be interested in seeing what others have done to draw inspiration from, if you don't mind. :)

Okay, but you asked for it. I warn everyone who looks at this now that it's hardly a perfect system, because I've been tweaking it recently for balance issues (at one point, Zen checks healed 150% damage... which was a thing that couldn't be reconciled with perfectly-healthy people). Some wording may not be perfectly clear, and there are probably a few assumptions I've made about when heal checks are appropriate to make and such, but that's because these rules haven't been edited for publication yet, only for my own reference. For clarification, Disease healing still goes the same way it does in the book, as do the penalties for using Medicine on yourself/without tools.

If you have any questions, comments, or concerns, feel free to say so. I'm always open to constructive criticism. ^_^

Medicine (Intelligence, Knowledge, Complete)

Medicine has gone through many names over the years but, in the end, it has always boiled down to one thing: healing. Whether it's diseases or wounds, surgery or supplement, Medicine is obsessed with keeping people living to see another day. Medicine is not easy, however, and at times it will be the most complicated task a person can ever attempt. So, with that in mind, here are some ways that Medicine has been revamped.

Time Taken

Medicine can be a time-consuming process, to put it lightly. At bare-minimum, and I do mean the bare -minimum, Medicine takes all of your focus in order to get it done right. For this reason, using Medicine is considered a Complete Action, not just an Active Action. In other words, no matter the length of time taken, Medicine requires full concentration, and so one cannot perform other actions beyond passive ones, no matter the skill level of the user.

The list of Procedures in the right column indicates the minimum amount of time a person must take in order to pull off the Procedure. At this minimum, the modifier is considered to be a +0. Procedures may take up to two degrees less time for a -50 per dgeree (to a maximum of -100), or up two degrees for a +25 per degree (to a maximum of +50). Procedures may never take longer than one day, or shorter than 1 Turn, and therefore no procedure can obtain bonuses or penalties beyond what that would normally give.

For example: A Typical Surgery, which takes 3-6 hours, could receive a +25 for taking 1 day instead, but could not receive a +50 by taking any longer than that. An Advanced Surgery, therefore, does not get bonuses for more time.

Persons who obtain Mastery in Medicine may reduce the normal time required by 1 degree, to a minimum of 1 Turn. Procedures which take only one turn normally receive a +20 instead, which can stack with the +50 normally.

Time Table

Time Used | Procedure

1 Turn | Bandage a small wound (hand, head, etc.), Tie a tourniquet

3 Turns | Bandage a large wound (chest, entire arm, etc.)

10 Turns | Splint a broken appendage

1 minute | None so far

5 minutes | None so far

1/2 Hour | Simple Surgery (stitching a wound, etc.)

1 Hour | Brew a Remedy

3-6 Hours | Typical Surgery (organ removal, removing bullets, etc.)

1 day | Advanced Surgery (brain, heart, reattaching limbs, etc.)

Patient Care

Despite the simplicity of this table, Medicine is dangerous to perform. The longer a procedure takes, the more opportunities there are for something to go wrong, and the more likely the patient will be to experience complications. For this reason, any time a character makes a Medicine check which involves direct patient contact (such as a surgery) for every level above the default for the procedure the players must make another Medicine check and take the lowest of the results. Those who obtain Mastery only need to make a second check if they raise the time by two levels.

If Jisha wanted to perform a Simple Surgery and have it take 3 hours instead of the normal ½ hour, then her player would need to make 2 additional medicine checks, all at +50. If she received a 150, a 135, and a 200, she would end up with a result of 135. If Jisha were, instead, a Master, then she would only need to make a second roll, not a third.

Because I’ve always, personally, thought that the rules for healing through Medicine were a bit silly and (let’s face it) useless in comparison to just about everything else, I’ve created new tables for them. In combat, all healing is halved. If the wound is not properly treated first (through the correct Procedure) the healing is quartered. Only the worse of these two penalties ever applies.

New Healing Tables

Result of Roll | Healing level

Easy | Stop Bleeding

Medium | Stabilize

Difficult | +10%

Very Difficult | +20%

Absurd | +50%

Almost Impossible | +80%

Impossible | +100%

Inhuman | +100% and Regen +2 for 1 day (Max 18)

Zen | +100% and Regen +4 for 1 day (Max 18)

Unlike the normal rules, Medicine checks can be made more than once per wound or group of wounds. However, an additional check can only increase the original result to a new level, it does not add its own result. In this way, a second check cannot make someone worse (unless they fumble, of course), but without increased skill or luck the healing isn’t likely to change.

This means that if Jisha were to make a Medicine check to heal her comrade and obtained a result of 140, she would heal 20% of their damage, but if she got a second result later of 160, she would not heal another 20%, the healing would simply remain static.

Alt Option: Medicine checks can be made multiple times, but only up to two more times. Each additional check reduces the healing by half. That is to say the second check would result in only 50% of the new result, and the third would result in only 25% of the new result. Masters can make up to three checks, each at only -25% instead.

Edit: Dear god it butchered my tables. Fixing... Mostly Fixed.

Edited by TyrHawk

Thank you kindly. Seems decent enough.

For a 1 minute or 5 minute Procedure, I will probably be adding "First Aid", which covers your basic cleaning and care of a wound before actually bandaging it up. But this is a great set to work off of, so thanks a lot. :)

Are these going to make it into Scissura Exxet?

It's already in Scissura, just not the version I currently have available online. Work has been slow on Scissura thanks to a variety of factors (including me moving, getting a new job, and my group being either lazy, busy, or both) but it's starting up again now that I have some more free time. Cleaning a wound properly would make for a good 1 minute thing, I think, so I'll probably add that. ^_^ Thank you for the input.

Things that could take 1-5 minutes: CPR can take as long as it takes so it would fit into either of these. Assessing and then performing a needle decompression for a tension pneumothorax (air in chest cavity, could require multiple decompressions over a period of time as the cavity continues to fill with air). Typically a tourniquet takes longer than 3 but for sure less than 30 seconds. I'd probably shift that into the 3 turn area to make arterial bleeds as scary as they actually are (i.e. you have 3 turns to apply the tourniquet and the character will bleed out in 5 turns).

Things that could take 1-5 minutes: CPR can take as long as it takes so it would fit into either of these. Assessing and then performing a needle decompression for a tension pneumothorax (air in chest cavity, could require multiple decompressions over a period of time as the cavity continues to fill with air). Typically a tourniquet takes longer than 3 but for sure less than 30 seconds. I'd probably shift that into the 3 turn area to make arterial bleeds as scary as they actually are (i.e. you have 3 turns to apply the tourniquet and the character will bleed out in 5 turns).

I'll admit to not knowing as much about Medicine as I should, but I've even tied a tourniquet in 3 seconds before. Perhaps not the most professional one, and perhaps not around a thigh but, in the end, it's just tying something tight. Also, to be fair, Bleeding Out in Anima can take hours. You only lose 1 LP per minute until someone makes an Easy Medicine check, and you only bleed until 0 LP, at which point it's Between Life and Death rules instead. Even at 3 turns, you'd have 7 tries before someone would lose 1 LP. It's simply never going to be as scary as it is in real life.

CPR seems fine for 1-5 minutes. Can't believe I forgot that one. ^-^;

And... I honestly don't know if the Anima world would have the other thing. It sounds like a complex medical procedure (or at least one we only discovered fairly recently), so... I dunno. Do you have anything on the history of that particular procedure? It sounds good, I just don't know.

Things that could take 1-5 minutes: CPR can take as long as it takes so it would fit into either of these. Assessing and then performing a needle decompression for a tension pneumothorax (air in chest cavity, could require multiple decompressions over a period of time as the cavity continues to fill with air). Typically a tourniquet takes longer than 3 but for sure less than 30 seconds. I'd probably shift that into the 3 turn area to make arterial bleeds as scary as they actually are (i.e. you have 3 turns to apply the tourniquet and the character will bleed out in 5 turns).

I'll admit to not knowing as much about Medicine as I should, but I've even tied a tourniquet in 3 seconds before. Perhaps not the most professional one, and perhaps not around a thigh but, in the end, it's just tying something tight. Also, to be fair, Bleeding Out in Anima can take hours. You only lose 1 LP per minute until someone makes an Easy Medicine check, and you only bleed until 0 LP, at which point it's Between Life and Death rules instead. Even at 3 turns, you'd have 7 tries before someone would lose 1 LP. It's simply never going to be as scary as it is in real life.

CPR seems fine for 1-5 minutes. Can't believe I forgot that one. ^-^;

And... I honestly don't know if the Anima world would have the other thing. It sounds like a complex medical procedure (or at least one we only discovered fairly recently), so... I dunno. Do you have anything on the history of that particular procedure? It sounds good, I just don't know.

I think these types of injuries would have actually been more abundant in ancient warfare. The symptoms of tension pnuemothorax are pretty recognizable; extreme difficulty breathing, unilateral rise and fall of chest, trachial shift, blue lips ( lack of oxygen ). I tried to google around and find what you are looking for and found this (link below). Honestly what we do now a days isn't terrible different, just sterilized plastic tools and modern scalpals replacing their tools. On tourniquets, for a arterial bleed you would need something to crank. Here's the one i've had the pleasure of applying to myself and had a buddy crank it down on me. http://combattourniquet.com/ . Took about 30 seconds in total for him to get to the point where he could no physically crank on it anymore. Granted you don't always have to go that tight, if you stop the bleeding you stop the bleeding. I wonder what kind of bleeding out Anima is referring to. Bleeding out from a normal wound is much different than a arterial bleed. It would be really cool with the more in depth medicine rules you propose if they differentiated to give more options to the GM to make wounds more horrific.

http://www.ctsnet.org/article/history-thoracic-drainage-ancient-greeks-wound-sucking-drummers-digital-monitoring

" First, cut the skin between the ribs with a bellied scalpel; then wrap a lancet with a piece of cloth, leaving the point of the blade exposed a length equal to the nail of your thumb, and insert it. When you have removed as much pus as you think appropriate, plug the wound with a tent of raw linen, and tie it with a cord; draw off pus once a day; on the tenth day, draw all of the pus, and plug the wound with linen. Then make an infusion of warm wine and oil with a tube, in order that the lung, accustomed to being soaked in pus, will not be suddenly dried out. When the pus is thin like water, sticky when touched with a finger, and small in amount, insert a hollow tin drainage tube. When the cavity is completely dried out, cut off the tube little by little, and let the ulcer unite before you remove the tube"

Edited by Unnamed44