Difference between revisions of "Healing"

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Typically used with: '''Intellect'''.
 
Typically used with: '''Intellect'''.
  
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: 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.  
  
{{section|Difficulty|The DL for a Healing check is dependent on the task at hand.}}
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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.
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.
 
  
A character may make a Healing check against a DL of 5 in an attempt to heal themselves or another person of Knock-out penalties. For each 5 points of success (e.g. on a roll of 10, 15, 20, etc.), the attended character moves up the Knock-out Track one stage. The attending character can attempt to negate Knock-out penalties once a day per target.  
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{{section|Operating|}}
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You can make 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. If you fail the check, you endanger the health of the patient. If you roll a [[Critical Failure]], you inflict permanent harm on the patient, cause their death, or at the very least incur a medical malpractice suit.
  
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.
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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.
  
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|Dressing Wounds|}}
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You can use your surgical skills to aid yourself or another creature with a [[Bleeding Damage|bleeding wound]]. The DL is 10. For every point of success, one point of Continual Damage is removed. Healing a bleeding wound takes 6 AP.
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{{section|Cultivating Plants|}}
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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]]

Latest revision as of 19:40, 14 March 2022

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 make 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. If you fail the check, you endanger the health of the patient. If you roll a Critical Failure, you inflict permanent harm on the patient, cause their death, or at the very least incur a medical malpractice suit.

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 a bleeding wound. The DL is 10. For every point of success, one point of Continual Damage is removed. Healing a bleeding wound takes 6 AP.

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.