Healing | Heroes of Fantasy

Healing

BaseInt : 2 - 2
Requires minWrk 0
Training price (+2/+4/+6/+8/+10)1 / 2 / 4 / 8 / 12
Price per increase expx2
Vearmea tightened Ultor's bandage. She noticed that the blood had already stopped seeping through. „There, in a week you'll be fit as a fiddle, but if you start swinging weapons around, I may have to stitch it all up again.“
Feats
Name Body Previous feat Depends on Group
Common
Injury Treatment1Common
Disease Healing  1Common
Massage and Physiotherapy  1Common
Poison Treatment (2x)  1Common
Vital Spots  1Common
Pain Control  3Vital Spots 1xCommon 3x
Self-Healer2Common 2x
Independent Patient2Common 2x
Healthy Lifestyle3Common 3x
Surgery  2Injury Treatment 1xCommon 2x
Master Surgeon  3Surgery 1xCommon 2x
Learned Physician3Common 4x
Perfect Healer3Common 4x

On your travels you often encounter many dangers, so it is no wonder that you and your companions often cannot avoid injuries and diseases. If you master this skill, however, neither one nor the other is such a serious problem for you.

Success roll

healing + 2d6 /

0 basic treatment

slightly wounded

5 wounded

10 seriously wounded

15 critically wounded

20 mortally wounded

25+5* beyond the death threshold, +5 per level

(only with a feat!)

+1 for each minute since death

Other acts

10 cardiac or respiratory arrest (+1/ 5 rounds)

F - treating fractures

F - light diseases

F - paralysis

15 F - medium diseases

20 F - severe diseases

F - rescue at the last moment

Modifiers

- 5 healing yourself (basic)

- 10 healing yourself of paralysis, mind and the like

Basic treatment

You must treat the wound as soon as possible (within 1 hour), otherwise the subsequent healing will take longer.

Treatment takes about 5 minutes and you need basic supplies such as water and clean cloth for bandages.

Minor Injuries

Minor injuries are healed first. Without treatment their healing takes 5 days, with treatment 2, and with a total success even just 1 day.

Treating injuries

You can treat the wounded and speed up their healing (or prevent possible complications). For healing you need clean water and bandages. You must attend to the wounded person for about an hour a day (depending on the severity of the injury).

Improving the Character's Status

If you succeed in the treatment, you heal one level of injury of the wounded person in 10 days (without successful healing in 15). With a total success you even shorten the time to 7 days.

Cardiac or respiratory arrest

Some injuries, drowning or spells may cause cardiac or respiratory arrest. If you succeed in the treatment, the character is saved.

The difficulty increases by 1 for every 5 rounds since the arrest (one attempt takes 5 rounds).



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