Copyright (c) 1995 by Thomas Barnes Psychiatry (M/H Prereq: Psychology. IQ-5, Physician-5, Psychology-5) This is the skill of diagnosing and treating mental illness. With it, a character can attempt to cure psychiatric problems, or at least keep them from getting worse. Traditionally "psychiatry" is a branch of medicine, but in reality an MD is not required to provide effective psychological counselling. It was first formally discovered in the 1870s (TL 5) but only became commonly accepted and known in the 1920s (TL 6). Of course, almost all cultures have people who know how to informally counsel people so this skill could be found before TL 5. A character with this skill can help other characters to remove mental disadvantages. In order to do this, both the character to be healed and the counsellor must spend at least an hour each week over a three month period working on the problem. At the end of this time Period both the consellor and the client roll dice. The counsellor must first roll against his skill. If he rolls successfully then the patient has a chance to cure himself. Each three points by which the counsellor made his roll gives +1 to the client's roll. A critical success gives +5 to the roll. A failure means that the counsellor has failed and the patient does not get to roll to cure his problem. A critical failure means that the client can never benefit from the counsellor's skill. There are modifiers to this roll. Extra time helps; each doubling of the time spend in therapy adds +1 to a maximum of +3 to the roll. The Empathy advantage gives +3 to the roll. Other advantages (or disadvantages) which would tend to make the counsellor more empathic or approachable, like Charisma might also help at the GM's option. Advantages or disadvantages that would make the character less empathic or less approachable give penalties. The GM might also give bonuses or penalties for similar or different backgrounds between the counsellor and the client up to +/-2. At TL 6 certain psychiatric drugs are available and techniques become more refined each TL above 6 gives +1 to the roll. After the counsellor has made his roll, the client must roll vs. Will modified by the counsellor's roll. For each point that the Will roll was made (minimum of 1), the client can subtract 1 point from the severity of a mental disadvantage of his choice. When the total cost of the disadvantage reaches -10, or -5 points it is reduced in severity. When it reaches -1 point is is considered a quirk. When the cost of the disadvantage reaches 0 it is completely removed. The total number of points removed in any one roll can never exceed the skill level of the counsellor. As usual, the character must pay character points to buy off the disadvantage and must have a plausible story as to why the disadvantage should go away. The GM can also prevent certain mental disadvantages from being bought off and the character might want to *keep* some mental disadvantages. As a rule of thumb, it is best if only "simple" problems and disadvantages gained as a result of fright checks were treatable. It is also possible that a character might acquire a new "positive" disadvantage to get rid of an old one. A Code of Honor or Sense of Duty might replace a Phobia or other personal problem. A dependency on a (non-addictive) drug might replace a more serious mental problem. Group therapy: A counsellor can see patients as a group up to his skill level. At the end of the the 3 month period everyone in the group can make a roll but no more than -5 points of disadvantages can be removed per person.