Difference between revisions of "Healing"
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Typically used with: '''Intellect'''. | Typically used with: '''Intellect'''. | ||
− | In short: | + | In short: nurture life. 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 living thing back together again. Organisms are complex machines that require maintenance just like any other. The field of medicine and healing comprises several occupations including botanist, herbalist, surgeon, doctor, nurse, medic, mortician, veterinarian, and chemist. |
− | + | A Healing Kit can be employed when treating a ''[[bestial]]'', ''[[humanoid]]'', or ''[[legendary]]'' creature (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. | |
− | {{section| | + | {{section|Operating|}} |
− | You can roll a Healing check to | + | You can also roll a Healing check to perform any complicated medical procedure, like amputating a limb, performing an autopsy, 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. |
− | {{section| | + | {{section|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. | |
+ | {{section|Dressing Wounds|}} | ||
You can use your surgical skills to aid yourself or another 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. | You can use your surgical skills to aid yourself or another 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. | ||
− | {{section| | + | {{section|Treating Knockout|}} |
− | A Healing check | + | A character may make a Healing check against a DL of 5 in an attempt to heal herself 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. |
− | + | {{section|Cultivating Plants|}} | |
+ | Some folks have a green thumb; others don't. You can make a Healing check to nurture plant life and foster its healthy growth. This includes such tasks as transplants, pruning, weeding, and irrigation. The more fragile or malnourished the plants, the higher the DL. If you meet or exceed the DL, the plants continue to grow healthily. If you fail the check, the plants deteriorate. If your Healing check is a [[Critical Failure]], the plants soon wilt and die. You may ''Take the Best'' on this check if you want to take your time to get it right, and many professional green thumbs do, such as farmers, botanists, herbalists, and gardeners. | ||
[[Category:Skills]] | [[Category:Skills]] |
Revision as of 20:01, 29 September 2019
Typically used with: Intellect.
In short: nurture life. 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 living thing back together again. Organisms are complex machines that require maintenance just like any other. The field of medicine and healing comprises several occupations including botanist, herbalist, surgeon, doctor, nurse, medic, mortician, veterinarian, and chemist.
A Healing Kit can be employed when treating a bestial, humanoid, or legendary creature (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.
Operating
You can also roll a Healing check to perform any complicated medical procedure, like amputating a limb, performing an autopsy, 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.
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.
Dressing Wounds
You can use your surgical skills to aid yourself or another 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.
Treating Knockout
A character may make a Healing check against a DL of 5 in an attempt to heal herself 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.
Cultivating Plants
Some folks have a green thumb; others don't. You can make a Healing check to nurture plant life and foster its healthy growth. This includes such tasks as transplants, pruning, weeding, and irrigation. The more fragile or malnourished the plants, the higher the DL. If you meet or exceed the DL, the plants continue to grow healthily. If you fail the check, the plants deteriorate. If your Healing check is a Critical Failure, the plants soon wilt and die. You may Take the Best on this check if you want to take your time to get it right, and many professional green thumbs do, such as farmers, botanists, herbalists, and gardeners.