Healing in a Post-Apocalyptic Setting

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#2

doubleaught

Jun 07, 2010 16:07:36
I have given this some thought as I am running a Post-Apocalyptic Campaign called "Meteor Storm".  In going thru old 2nd Ed. books in my collection, I found some rather useful skills.  To which I have created several new skills, that require varying primary skills. 

New Skill:


            Plant Lore:  Character is able to Locate and positively identify plant life that is useful for purposes other than for food, such as plants that have medicinal uses.    Pre-requisite Skill:  Knowledge (Earth & Life Sciences)    ( 3 Ranks)


            Benefit:  find natural medicines

This allows characters to find natural medicines to help with healing.  For the time being, the results are of generic nature.  A character that has this skill, would declare what type of plant/healing effect they are searching for ( Disease/ Infection/ broken bones/ open wounds ) and depending on the success (DC 15, DC 20, DC 25, DC 30) would determine their success in finding the needed plants. 

However, this opens a new door.  Should the said character be able to use the plants to make the nessasary ointments/salves/poultices to effect the curative effect?
     Or should the individual have the skill Knowledge-Pharmecutical in order to create the ointment/slave/poultice?
    I have not made the distinction as of yet, of course the players in my campaign have not quite yet gotten desperate enough to go looking for alternative medicines.
   Perhaps there is some other skills to be created, or maybe a new prestige class?  Perhaps a Apocalypse Medicine Man/Woman with the skills and abilities to cure the sick & bind up the afflicted?