Dead Men Tell No Tales
The Surgeon deals with battlefield casualties and the ongoing health of the crew.
Benefit: A Surgeon adds his Wisdom or Intelligence bonus to the ship’s Loyalty. In addition, the Surgeon is responsible for keeping injured crewmen alive and — when possible — getting them back into the battle. Oftentimes, Surgeons give their crewmen standing orders to fan out across the ship and treat the injured as necessary.
Stabilize: The Surgeon and his crewmen are responsible for stabilizing the injured. At any time during his Naval Action, the Surgeon may make a DC 15 Heal check as a free action. If he’s successful, he stabilizes one crewman; this crewman cannot fight again that day (unless later the recipient of magical healing) but will live to fight another day. For every two crewmen under the Surgeon’s command, he can stabilize one more injured crewman. The Surgeon need not be present in order for his Heal check to affect an injured crewman, so long as at least two of his crewmen are in the same Location as the injured sailor. In essence, the player of the Surgeon makes one Heal check to determine the effectiveness of those under his command, regardless of where they are on the ship. For example, if the Surgeon has 20 crewmen under his command and the ship has just suffered a round of cannonball fire, he and his crewmen can stabilize up to 11 injured crewmen — one by the surgeon himself and 10 more by his crewmen — as long as all the injured crewmen can be treated that round. Crewmen stabilized in this manner are unavailable to the Captain and other officers during the battle, but will recover afterward. If an injured crewman is not treated for five consecutive rounds, he dies and cannot be stabilized or patched up. While officers and PCs can be stabilized in this way, they follow the normal dying rules if left untreated rather than those simplified here for standard crewmen.
Patch Up: In addition to stabilizing crewmen, each round on his Naval Action the Surgeon may make a DC 25 Heal check as a standard action if he or his crewmen are actively treating the injured. If this “patch up” check is successful, one of the injured crewmen who normally would have been stabilized is instead healed sufficiently to immediately return to the battle. If he and his crewmen are spread out across the ship, it’s the Surgeon’s choice where the injured crewman is patched up, so long as he or his crewmen are in that area. For every 5 points by which the Surgeon beats the DC, one more injured crewman is returned to the fray. For example, if the Surgeon rolls a 37 on his Heal check, he and his crewmen return 3 injured crewmen back to the battle, providing the Captain and Mates more resources with which to work. This ability does not apply to officers and PCs.
Assessment: As a standard action on his Naval Action, the surgeon can assess the crewmen of the enemy ship. To do so, he must have line of sight to the ship. He makes a DC 30 Perception check and, if successful, gains a basic understanding of the status of the enemy crewmen. He learns information such as percentage of crewmen lost (either through death or being stabilized and therefore unable to fight). In addition, he can say how many officers have become incapacitated or died. The GM tells him a value +/–1 of the correct number in regards to officers. If the Surgeon instead beats a DC of 40, the GM tells him the exact number.
Post-Battle Recovery: At the end of the battle, the Surgeon and his crew move about the ship and tend to the injured and dying. The Surgeon makes a special Heal check, with the result of the check plus 10 being the percentage of “deceased” crew from the battle that don’t actually die. This check requires one hour from the Surgeon and his crew, and he must have at least 4 crewmembers under his command during this task. For example, if the Surgeon was unable to reach the lower hull to save 15 crewmembers there, those sailors were removed from the battle and marked as deceased (see the “stabilize” action above). With this action, the Surgeon could save some percentage of those crewmembers, as determined by his Heal check. The surgeon makes one check for the entire ship, using his result to determine the total percentage recovered after battle.
Vacancy Penalty: Without a Surgeon, only 5% of casualties recover at the end of the battle. A ship without a Surgeon is susceptible to disease and illness, causing 1d6 of its crewmen to become incapacitated (treat as 0 hp) per week.
Ship Initiative Modifier: Intelligence or Wisdom
Special: To perform their duties, Surgeons can designate up to 20 crewmen as interns and send them out to transport wounded and unconscious crewmen back to the Surgeon for treatment. Alternately, Surgeons may lead up to 20 crewmen (interns) around the ship to treat casualties where they lie in the field (Surgeon’s choice).