Heal

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Revision as of 11:42, 2 June 2010 by Noirmachina (Talk) (First Aid)

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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.

Heal checks may, unless otherwise specified, be made upon oneself, but one must naturally be both conscious and able, and one takes a -4 penalty.

Specific Uses

First Aid

Action DC
Stabilize Dying Character 20
Field Medicine 25
Stop bleeding 25 + bleeding damage per round
Treat Special Wounds Original DC

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.


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 effects is equal to the original DC for the effect.

Long-Term Care

Action DC
Help a character heal double 20 +2 per additional character
Fight a poison Poison DC
Fight a disease Disease DC

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