Healing

(INT+10)

Using this skill without access to a first aid kit incurs a -50% penalty. Each use of the Healing skill generally takes a few minutes to perform. Both characters must remain stationary and may not use standard actions or reactions while this occurs or they will lose the benefits of the healing.

The use of Healing requires suitable medical equipment such as bandages or salves or appropriate improvised alternatives. Typical types of injuries or ailments that may be treated are listed below:

Unconsciousness

A successful Healing test can revive a character from unconsciousness, though drugged patients may inflict a penalty on the Healing test.

Minor Injury

A successful Healing test on a minor injury will heal 1d6 hit points.

Stabilise Major Wound

A successful Healing test on a major wound will not restore the lost hit points. This Healing merely stabilises the patient enough so that they will not die of blood loss.

Curing Diseases

A successful Healing test allows a diseased patient to add a bonus to his next opposed 'Resilience versus disease Potency' test to resist the disease. The bonus is equal to the healer's Healing skill divided by 10 (i.e. the critical success range).

Curing Poisons

A successful Healing test allows a poisoned patient to attempt a second opposed 'Resilience versus poison Potency' test. The patient gains a bonus to his Resilience skill equal to the healer's Healing skill divided by 10 (i.e. the critical success range).

Surgery

Other than magical healing, successful surgery is the only way that a character can recover from a major wound. Once a successful Healing test has been made to quench the bleeding of a major wound, a further Healing test can attempt to set broken bones, stitch together rent flesh, and restore the wound location so that it is on the road to recovery. As long as the Healing test is a success, the stricken character gains one hit point and will begin to heal as normal.

Copyright © Kristian Richards 2012