The Heal Skill and Mental Treatment

The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.

Immediate Care: When someone suffers an episode of temporary insanity, a therapist can
bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state he was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.

A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is −1 to −9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to zero.

Long-Term Care: Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient.

At the end of this time on each day of therapy, the therapist makes a DC 20 Heal check; if successful, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient.

A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.

The Heal Skill and Mental Treatment

Age of the Apocalypse Thig Thig