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.
No comments:
Post a Comment