Difference between revisions of "Healing"

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Typically used with: '''Intellect'''.
 
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 stitch a guy back together proper again. Medicine and healing lore spans across several occupations such as herbalist, surgeon, doctor, nurse, medic, mage, alchemist, etc.  In addition to referencing general medical knowledge, the Healing skill can be used as part of a skill check to help a wounded ally regain health during rest, attempt to heal a disease, or negate the effects of poison.
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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.  
  
{{section|Difficulty|The DL for a Healing check is dependent on the task at hand.}}
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You can use a Healing Kit for assistance with the check (see ''[[Book:Equipment|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.
When a character wants to heal another overnight, the DL is 10. For every point of success, the character being healed receives one HP beyond the amount he or she would normally heal. Only one character can be healed in this manner per night.
 
  
When a character wants to heal another of a bleeding wound, the DL is 10. For every point of success, one point of bleeding damage is removed. Healing a bleeding wound takes 6 AP.
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{{section|Diagnosing Illness|}}
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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.
  
A character may make a Healing check against a DL of 5 in an attempt to heal themselves or another person of Knockout penalties. For each 5 points of success (e.g. on a roll of 10, 15, 20, etc.), the attended character moves up the Knockout Track one stage. The attending character can attempt to negate Knockout penalties once a day per target.  
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{{section|Operating|}}
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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.
  
Even curing disease or poison is no problem for a Healer. If a character has failed a save against a disease or poison, an ally can make a Healing check instead of the character's save. If successful, this works just as if the character had rolled a successful save. Each disease or poison lists the DL for success. Curing a disease or a poison takes 6 AP.  
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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.
  
A healer can use a Healing Kit for assistance with the check. 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.
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{{section|Healing Damage|}}
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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.
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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.  
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 14:10, 16 June 2019

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.