Difference between revisions of "Heal"
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| Stabilize Dying Character || 20 | | Stabilize Dying Character || 20 | ||
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− | | | + | | Field Medicine || 25 |
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| Stop bleeding || 25 + bleeding damage per round | | Stop bleeding || 25 + bleeding damage per round | ||
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− | ''' | + | '''Field Medicine —''' In battle, a certain amount of damage may be healed immediately. A heal check of DC 25 will restore 1d4+1/every 5 points the check exceeds the DC, maximum +4. A heal check like this must be made within 2 hours of the damage being taken (otherwise long-term care should be used), and a character can only be healed in this manner once per day. |
== Long-Term Care == | == Long-Term Care == |
Revision as of 11:32, 2 June 2010
Specialized Skill — Wisdom
The Heal skill is used to treat wounded characters, treat illnesses and poison, and deal with disease.
Unless specified otherwise, a heal check costs 4 AP. A character being healed must also contribute 4 AP and cannot use Conditional Actions for the duration of the round. Heal checks without proper medical tools and materials take a -2. In general no specific supplies are needed, as sticks and pieces of clothing can be used to make splints and bandages, etc, but in a case where there are absolutely no materials at hand, all heal checks take a -6 instead.
Specific Uses
First Aid
Action | DC |
---|---|
Stabilize Dying Character | 20 |
Field Medicine | 25 |
Stop bleeding | 25 + bleeding damage per round |
Field Medicine — In battle, a certain amount of damage may be healed immediately. A heal check of DC 25 will restore 1d4+1/every 5 points the check exceeds the DC, maximum +4. A heal check like this must be made within 2 hours of the damage being taken (otherwise long-term care should be used), and a character can only be healed in this manner once per day.
Long-Term Care
A character that makes a DC 20 Heal(Long-Term Care) check can help a character gain hit points back at twice the normal speed when taking a full day of rest. For every 5 points over the DC, the healer helps the character gain back 1 extra hit point.
If a healer is caring for more than one character, the DC rises by 2 for every additional character. The healer still makes one check
If a Healer is trying to fight a disease or a poison, he must make a heal check every day (DC determined by the disease or poison) for the length of the disease's or poison's recovery time. For every 5 points over the DC, the time it takes to heal a character is lessened by one day.
Surgery
Surgery is used when dealing with advanced healing.
When reattaching a limb, the Heal DC goes up by 1 every hour since the limb was removed. The maximum window is 48 hours. After that, the limb is too decayed to be recovered.
For any Surgery, the character that is being operated on must make a Fortitude save equal to the Heal DC for the operation. This DC is reduced by the difference between the Heal DC and the Heal check made by the surgeon.
Thus, if Bob is having his hand reattached within 5 hours that it was severed (Heal DC 25 + 5 hours), and his surgeon rolls a check of 35 (beating the DC by 5), Bob would have to make a DC 25 Fortitude save to successfully recover from the surgery.
Action | DC |
---|---|
Reattach a limb | |
-- Hand or foot | 25 |
-- Arm or leg | 30 |
Graft a Foreign Object | |
-- Peg leg, hook | 25 |
-- Sword or other weapon | 30 |
-- Minor articulated appendage (claw) | 35 |
-- Major articulated appendage (clockwork hand) | 45 |