Healing

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Typically used with: Intellect.

In short: play doctor. While anyone can swing a sword, throw a punch, or just mess folks up in general, it takes someone with a lot of know-how to properly stitch a guy back together again. The field of medicine and healing comprises several occupations such as herbalist, surgeon, doctor, nurse, medic, mortician, veterinarian, or chemist.

You can use a Healing Kit for assistance with the check (see Chapter 11: Equipment). Each usage of a Healing Kit grants a +4 bonus to the check, and a Healing Kit can be used in this manner 5 times.

Diagnosing Illness

You can roll a Healing check to analyze a creature's symptoms to produce a diagnosis. This could range from simple observation to chemical tests of organic samples. The higher the DL, the more obscure or undetectable the affliction. Even if you correctly diagnose the illness in question, it may or may not have a treatment. If you're too late, you can even use this skill to perform an autopsy to determine a cause of death.

Operating

You can also roll a Healing check to perform any complicated medical procedure, like amputating a limb, removing or repairing a damaged organ, or delivering a baby. The DL should be 15 or more. The higher the DL, the more risky or complex the operation. These kind of procedures last minutes to hours.

You can use your surgical skills to aid a creature with the bleeding condition. The DL is 10. For every point of success, one point of bleeding damage is removed. Healing a bleeding wound takes 6 AP.

Healing Damage

A Healing check can be used to attend a creature overnight to heal inflicted damage. The DL is 10. For every point of success, the patient receives one HP beyond the amount she would normally heal (their own Endurance + Vitality). You can only attend to one creature in this manner per night.

A character may make a Healing check against a DL of 5 in an attempt to heal themselves or another creature of Knockout penalties. For each 5 points of success (e.g. on a roll of 10, 15, 20…), the patient moves one stage up the Knockout Track. The attending character can attempt to negate Knockout penalties once a day per target.