Tuesday 22 March 2016

Stat Moves - Bright - Heal

In the heat of battle or in the stillness of a lonely village, the healer will bring comfort and save lives. This Move treats injuries caused in battle and, with appropriate Traits, other ailments, diseases and more complicated problems can be treated.

On a partial success, further Heal attempts prove futile until the character can be At an Advantage thanks to access to better facilities or a place of magical healing.

When attempting to Heal, the character needs to have access to herbs, bandages, twine, needle, splints and a hot sharp knife.

Treat a single minor, major or severe injury. This heals a single injury of the chosen severity. Rub out the cross in that wound box.

Treat a minor debility. This treats a variety of minor afflictions, such as intoxication, dizziness, unconsciousness, nausea, agony, etc.

Stabilize a major debility. This temporarily stops the exacerbation of a major affliction, such as a wasting sickness or massive haemorrhaging, until proper Healing Arts can be performed.

Treat a major debility. With the Healing Arts Trait a character can treats a major affliction, such as a wasting sickness or massive haemorrhaging.


HEAL (+Bright)
When using appropriate medical supplies/tools to repair harm to people or machinery, Roll+Bright

On a 10+, choose 1 from the list below.
On a 7-9, choose 1, but you've reached the limit of what you can do; you cannot re-attempt to Heal the subject for now.


  • Treat a single minor, major or severe injury
  • Treat a minor debility
  • Stabilize a major debility


With the Healing Arts Trait add the following option:


  • Treat a major debility


On a 6-, your attempt is ineffective and may create a further complication.

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