Healing
| Base | Int : 2 - 2 |
| Requires min | Wrk 0 |
| Training price (+2/+4/+6/+8/+10) | 1 / 2 / 4 / 8 / 12 |
| Price per increase exp | x2 |
| Name | Body | Previous feat | Depends on | Group | |||||
|---|---|---|---|---|---|---|---|---|---|
| Common | |||||||||
| Injury Treatment | 1 | Common | |||||||
| Disease Healing | 1 | Common | |||||||
| Massage and Physiotherapy | 1 | Common | |||||||
| Poison Treatment (2x) | 1 | Common | |||||||
| Vital Spots | 1 | Common | |||||||
| Pain Control | 3 | Vital Spots 1x | Common 3x | ||||||
| Self-Healer | 2 | Common 2x | |||||||
| Independent Patient | 2 | Common 2x | |||||||
| Healthy Lifestyle | 3 | Common 3x | |||||||
| Surgery | 2 | Injury Treatment 1x | Common 2x | ||||||
| Master Surgeon | 3 | Surgery 1x | Common 2x | ||||||
| Learned Physician | 3 | Common 4x | |||||||
| Perfect Healer | 3 | Common 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).