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To use Medi-Gel on a wounded creature, you make a [[SRD:Heal Skill|Heal]] check. The creature recovers a number of [[SRD:Hit Points|hit points]] equal to the check result × the Medi-Gel's ''[[#Creating|quality]]''. It is possible to take 20 out of combat, which requires 1 minute of time. One unit of Medi-Gel is expended with each usage.
 
To use Medi-Gel on a wounded creature, you make a [[SRD:Heal Skill|Heal]] check. The creature recovers a number of [[SRD:Hit Points|hit points]] equal to the check result × the Medi-Gel's ''[[#Creating|quality]]''. It is possible to take 20 out of combat, which requires 1 minute of time. One unit of Medi-Gel is expended with each usage.
   
Unlike normal healing, Medi-Gel does not restore [[SRD:Hit Points|hit points]] outright. Any hit points restored through the use of Medi-Gel are added to the creature's remaining hit points as a ''recovery pool''. The sum total of a character's remaining [[SRD:Hit Points|hit points]] and the recovered hit points contained in his recovery pool can not exceed his maximum hit points. For as long as the Medi-Gel is in effect (see Duration in the [[#Creating|above table]]) the creature regains hit points from its recovery pool at a rate of 1 per character level per hour. This recovery rate can be doubled when resting after sustaining the injury or with periodic medical attention once per hour (or tripled if both these cases apply). Any hit points recovered from the recovery pool become permanent [[SRD:Hit Points|hit points]] and are effectively healed. Hit points remaining in the recovery pool when the Medi-Gel wears off are lost.
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[[SRD:Hit Points|Hit points]] restored with Medi-Gel aren't permanent. Any health regained with Medi-Gel injection is added to the creature's remaining hit points as a ''recovery pool''. The sum total of a character's remaining [[SRD:Hit Points|hit points]] and his recovery pool can not exceed his maximum hit points. For as long as the Medi-Gel is in effect (see Duration in the [[#Creating|above table]]) the creature regains hit points from its recovery pool at a rate of 1 per character level per hour. This recovery rate can be doubled when resting after sustaining the injury or with periodic medical treatment once per hour (or tripled if both). Any hit points recovered from the recovery pool become permanent [[SRD:Hit Points|hit points]] and are effectively healed. Hit points remaining in the recovery pool when the Medi-Gel wears off are lost. Medi-Gel essentially allows a creature to 'ignore' its wounds while its real recovery speeds up.
   
 
Any further damage taken by a creature is subtracted from its remaining hit points, not its recovery pool. As such, it is possible for a creature to have negative health and still be conscious and even in combat, as long as the sum of its hit points and recovery pool is positive. For all intents and purposes, the hit points in the recovery pool can be considered 'real'.
 
Any further damage taken by a creature is subtracted from its remaining hit points, not its recovery pool. As such, it is possible for a creature to have negative health and still be conscious and even in combat, as long as the sum of its hit points and recovery pool is positive. For all intents and purposes, the hit points in the recovery pool can be considered 'real'.
   
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====Extended Treatment====
Medi-Gel can be used to extend the effect of a previous application. Whenever a new batch of Medi-Gel is applied, the effective duration of any previous usage is appended to the moment when the latest effective application wears off.
 
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Medi-Gel can be used to extend the effect of a previous application. Whenever a new batch of Medi-Gel is applied, the effective duration overlaps (does not stack) with that of any previous applications.
   
 
'''Example 1:''' A level 3 soldier with 30 [[SRD:Hit Points|hit points]] is dealt 20 damage by a powerful attack and is subsequently healed using Medi-Gel (×1 quality, 2 hour duration). He has 10 hit points left and a recovery pool of 20 hit points. The soldier rests to help speed recovery, regaining 6 [[SRD:Hit Points|hit points]] per hour for 2 hours. He ends up with 22 hit points, and the remaining 8 hit points in his recovery pool are lost.
 
'''Example 1:''' A level 3 soldier with 30 [[SRD:Hit Points|hit points]] is dealt 20 damage by a powerful attack and is subsequently healed using Medi-Gel (×1 quality, 2 hour duration). He has 10 hit points left and a recovery pool of 20 hit points. The soldier rests to help speed recovery, regaining 6 [[SRD:Hit Points|hit points]] per hour for 2 hours. He ends up with 22 hit points, and the remaining 8 hit points in his recovery pool are lost.

Revision as of 10:37, 7 February 2010

Created By
Sulacu (talk)
Date Created: February 7, 2010
Status: Pending
Editing: Please feel free to edit constructively!


Note: This item is meant for campaigns where magical healing does not exist and is replaced by advanced medical technology. As a result, I do not know whether or not this item synergizes properly with divine healing, or whether their effects should stack or not.

Medi-Gel is a healing agent consisting of a hybridized mixture of biochemical compounds, including adhesive proteins, local anaesthetics, coagulants, sealants and bio-accelerators that speed up natural healing and immunoresponse. The resulting substance can restore limited function to an injured limb or bodypart and allow a person to continue functioning at full capacity.

Medi-Gel can be applied diretly to a wound either manually or with a specific delivery system. Upon injection in the body, the gel adheres to the injury and seals the wound against exposure to fluids and external infections. A local sedative numbs pain receptors and allows the patient to ignore the pain for as long as Medi-Gel is in effect, and local regenerative factor is boosted to allow for quicker tissue recovery. The biopolymers and proteins in Medi-Gel can assume many life-sustaining forms and functions, from rewalling damaged or ruptured arteries and countering the cell-destructive effects of poisons, to emulating and rebuilding a multitude of damaged tissue types.

Creating Medi-Gel

A character with 1 or more ranks in the Heal skill can manufacture Medi-Gel at a rate of one batch per 15 minutes provided sufficient raw materials are available.

Table: Creating Medi-Gel
Ranks in Heal Quality Duration (hours) Raw materials1
4 or less ×1 2 20 gp
5-9 ×1½ 3 45 gp
10-14 ×2 4 80 gp
15-19 ×2½ 5 125 gp
20 or more ×3 6 180 gp
  1. Medi-Gel is made from biochemicals harvested from medical banks and carried by medical personnel.

The Medi-Gel's quality is a multiplier that increases the amount of hit points it can ultimately restore.

Using Medi-Gel

To use Medi-Gel on a wounded creature, you make a Heal check. The creature recovers a number of hit points equal to the check result × the Medi-Gel's quality. It is possible to take 20 out of combat, which requires 1 minute of time. One unit of Medi-Gel is expended with each usage.

Hit points restored with Medi-Gel aren't permanent. Any health regained with Medi-Gel injection is added to the creature's remaining hit points as a recovery pool. The sum total of a character's remaining hit points and his recovery pool can not exceed his maximum hit points. For as long as the Medi-Gel is in effect (see Duration in the above table) the creature regains hit points from its recovery pool at a rate of 1 per character level per hour. This recovery rate can be doubled when resting after sustaining the injury or with periodic medical treatment once per hour (or tripled if both). Any hit points recovered from the recovery pool become permanent hit points and are effectively healed. Hit points remaining in the recovery pool when the Medi-Gel wears off are lost. Medi-Gel essentially allows a creature to 'ignore' its wounds while its real recovery speeds up.

Any further damage taken by a creature is subtracted from its remaining hit points, not its recovery pool. As such, it is possible for a creature to have negative health and still be conscious and even in combat, as long as the sum of its hit points and recovery pool is positive. For all intents and purposes, the hit points in the recovery pool can be considered 'real'.

Extended Treatment

Medi-Gel can be used to extend the effect of a previous application. Whenever a new batch of Medi-Gel is applied, the effective duration overlaps (does not stack) with that of any previous applications.

Example 1: A level 3 soldier with 30 hit points is dealt 20 damage by a powerful attack and is subsequently healed using Medi-Gel (×1 quality, 2 hour duration). He has 10 hit points left and a recovery pool of 20 hit points. The soldier rests to help speed recovery, regaining 6 hit points per hour for 2 hours. He ends up with 22 hit points, and the remaining 8 hit points in his recovery pool are lost.

Example 2: If the level 3 soldier mentioned above would take 20 damage again after being healed, his hit point total would become -10. His recovery pool of 20 remains however, meaning he effectively has -10 + 20 = 10 hit points and is not in danger of dying. When the Medi-Gel wears off he will have recovered 12 hit points from his recovery pool, leaving him stable at -10 + 12 = 2 hit points.



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