Difference between revisions of "Heal"
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== Field Medicine == | == Field Medicine == | ||
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+ | In battle, a certain amount of damage may be healed immediately. A heal check of DC 20 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 10:45, 2 June 2010
Tiered Skill — Wis
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.
Contents
Uses
Stabilize Dying Character
If a character has negative Hit Points and is losing hit points, a successful Heal check will stabilize the character.
Field Medicine
In battle, a certain amount of damage may be healed immediately. A heal check of DC 20 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
Treat Special Wounds
There are many specific effects that can be treated with the Heal skill, such as effects that reduce speed, cause continual damage, or create a specific condition (stunned, etc). If not otherwise specified, the heal DC to negate these effect is equal to the original DC for the effect.