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The Old World: Grim and Perilous

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Recovering from trauma

In the Old World, the risk of going mad is virtually

an everyday occurrence. It is therefore

not surprising that Oldworlders have many

ways of dealing with mental ailments. Below

we present some of them. Please note that, as

with diseases, in order to begin treating trauma,

its symptoms must first appear. Additionally,

traumas must be treated in order of severity

starting from the most severe one.

• Rest - characters can try to cure their ailments

on their own, giving themselves

time to breathe and rest. This may not be

the most effective method, but its advantage

over others is that it is cheap and safe.

Once per week of rest, a character may

make a Discipline check with a difficulty

equal to the severity of the trauma plus .

If the check is successful, the character recovers

from the trauma. In addition, if the

check generates aaa or t, the character

may spend it to recover from one additional

trauma with the lowest severity.

• Medicines - Many Alchemists and apothecaries

offer herbal and chemical medicines

to provide relief to traumatized patients.

These types of preparations are often very

effective, but they discourage potential buyers

due to the price, side effects and risk

of addiction. A single dose of the medicine

costs shillings equal to twice the sum of the

severity of all the character's traumas, and

its rarity is . Taking the medicine removes

the effects of all traumas for the rest of the

day but lowers the strain threshold by for

the remainder of a day. If the character's

check generates d when the character is under

effects of medicine, the GM may spend

it to make the character addicted to the substance.

The character suffers a new trauma

- obsession related to use of the medicine.

• Medical care - in the Old World there are

many asylums dedicated to the care of the

mentally ill. Many doctors also have their

own, often unusual, treatments designed

to relieve the patient of their ailments. Although

expensive and not very pleasant,

this type of therapy often turns out to be

extremely effective. Once per week spent

under the care of a character with at least

rank in Medicine skill, the character may

make a check based on their Willpower and

their therapist's ranks in Medicine with a

difficulty equal to the severity of the trauma.

If the check is successful, the character

recovers from this trauma. In addition, if

the check generates aaa or t, the character

may spend it to recover from one additional

trauma with the lowest severity.

• Surgical procedures - although it seems

crazy in itself, putting yourself in the hands

of an experienced surgeon may prove beneficial.

The surgeon must make a Medicine

check with a difficulty equal to the severity

of the trauma minus . Upgrade the difficulty

of the check once. If the check is successful,

the character recovers from the trauma.

hhh or d generated on the check can be

spent to inflict the Critical Injury - Horrific

Injury (see Genesys Core Rulebook, page

) to the operated character. In addition,

if the check generates aaa or t, the

character may spend it to recover from one

additional trauma with the lowest severity.

134 The Old World: Grim and Perilous

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