Healing skills are the practice of mundane and practiced arts that have been known to the world for millennia.  They range from being able to staunch basic injuries, treatment of complex conditions, and even preserving the body and drawing a soul back to life.

All Healing skill abilities require an appropriate tagged Healer’s Kit.  Basic Healing Kits are a Tinkering Production skill more advanced healing kits have inventories that the healer themselves must assemble and instructions on how to do that.  All Healing skills require the healer to be in physical contact with the target of the healing (please keep in mind the rules about out-of-play physical contact) for the duration of the required treatment.  This treatment should also be roleplayed as appropriate.

With the return of Magic to the world all following abilities seem to work with supernatural speed beyond what has been recorded in medicine to date.

Apprentice (Practitioner, 10 XP)

Gains use of one Basic ability for free

Basic Aid

Cost: 5 XP

Basic Aid requires a Basic Healing Kit. Requires 1 minute of effort/concentration to apply. Basic Aid is the skill of providing absolute minimum healing needed to stop someone from bleeding to death.  This will Stabilize someone and stop them from bleeding.  The target will, if no other treatment is administered, become Walking Wounded in five minutes after treatment was completed and will be fully recovered in one hour.


Cost: 5 XP

This requires a common Healing Kit while examining. Triage allows the Practitioner to ask the following questions which must be answered truthfully.  These questions must be asked one at a time and the next question cannot be asked until the previous answer is given.

  • Are you alive?
  • Are you dead?
  • How severe are your injuries?  (Answer is the numerical number of wounds on the target)
  • How long until you are dead (if alive)/have you been dead (in minutes or hours)?
  • Are you Poisoned?
  • Are you Diseased?
  • Are you Drained?

Field Dress

Cost: 5 XP

This requires a Common Healing Kit. Requires 5 minute of effort/concentration to apply. Field Dressing a wound allows a Healer to not only Stabilize a wound but to do so cleanly so that it can heal significantly faster.  This allows, with 5 minutes of effort and common tools, for the Healer to apply a Rapid Recovery effect to the target.  The target will, if no other treatment is administered, become walking wounded after treatment ended and will be fully recovered in 30 minutes.

Intermediate (Physicker, 15 XP)

Requires all 3 Basic Healing abilities). Gains use of one Intermediate ability for free.

Stitch Work

Cost: 10 XP

This requires a Complex Healing Kit. Requires 5 minutes of effort/concentration to apply. Stitch Work is the art of applying needle and thread to seal wounds both internal and external.  This also allows for the setting of bones and creation of improvised splints all of which dramatically increase healing.   The target will if no other treatment is administered, become walking wounded after treatment ended and will be fully recovered in 30 minute or 15 minutes if they are under the effect of Rapid Recovery.


Cost: 10 XP

This requires a Complex Healing Kit. Requires 5 minutes of effort/concentration to apply. Bloodletting allows toxins and ailments to be actively removed from the body.  This can be done through the application of leeches or the use of other more mechanical bloodletting tools as appropriate.  One minute after treatment the target will be cleared from any Disease or Poison effects.  Additionally Bloodletting counts as a Lore skill when researching Poisons or Diseases.


Cost: 10 XP

This requires a Complex Healing Kit. Requires 5 minutes of effort/concentration to apply. Humorism allows the Healer to treat less obvious health issues such as those that affect the mind or spirit by the application of certain crystals, herbs, incense, focused conversation, or the use of pressure points.  One minute after treatment the target will be cleared of all mental, Drain, Silence, or Hobble effects.  Additionally Humorism counts as a Lore skill when researching mental effects or magical curses.


Cost: 10 XP

This requires a Masterwork Healing Kit. Requires 5 minutes of effort/concentration to apply. Recognized masters of healing arts understand the subtle differences between death and dead.  There are a precious few moments after death where a soul is still attached to it’s body and, if a skilled Healer can get there in time, she can keep the most minimal bodily functions working to stop the soul from further separating.  With 5 minutes of effort the Physicker can re-ignite the spark of life in the patient.  Those restored to life in this process become Walking Wounded upon it’s completion.  They will be fully recovered in 30 minutes.  Additionally for both IBGAs and in-play Investigations this skill can function as a single Lore that relates to the physical examination of a living or dead body.

Advanced Triage

Cost: 10 XP

This requires a Masterwork Healing Kit while examining.

  • What was the nature of the physical injury?  (Magic, claws, weapons, fire, etc)
  • Do you have Racial Powers?  If so what races?  Note:  This does not allow the Healer to know what abilities are present.
  • What if any is the Disease count?
  • Is this a Contagion?
  • What if any is the Poison count?
  • What type of Poison was used?
  • What ailments or conditions do you have?
  • Is any ailment magical in nature?  If so what school of magic?
  • How long have you been under this effect?
  • Do you have any disadvantages related to these conditions (thin blood, suggestible, etc)
  • How long as the target been dead?
  • What nationality is the target?
  • How many times has the target died before?
  • If the target has any Racial Powers what levels are they at (1st-6th)
  • Does the target have a Soul Mark?   (This does not reveal the nature or appearance of the Soul Mark).
Master (Surgeon, 20 XP)

Requires 3 Intermediate Healing abilities.

Experimental Medicine

Cost: 15 XP per procedure mastered

This requires an Esoteric Healing Lab. Time requirement varies depending on procedure.  Each procedure is unique and will have a written formula that must be present as a reference point at the time of use.  Some procedures may expressly require multiple participants.  Those practitioners who have chosen to delve into the deepest practical applications of current medical thought are often thought as fringe practitioners and distrusted by many in the medical community.  In addition to being able to perform experimental medicine procedures this can count as a single Lore towards IBGAs and in-play Investigations related to experimental medicine.

Rumors exist of true Surgeons being able to restore life to the recently dead (within one day), being able to suppress physically monstrous characteristics, creating regimens of health that defy normal recovery limitations, creations of wholly unique traits, and even making monstrous amalgams from bits of a deceased person, machinery, or animal which are then given breath and unnatural life.

Healing Kit Requirements

Basic Healing Kit

Basic Healing Kits are the bare bones minimal tools needed to stop bleeding.  This should easily in a 2” x 2” x 2” belt pouch.  Suggested materials include a rolled up Ace bandage, roll of gauze, large folded cloth.

Common Healing Kit

Common Healing Kits are able to rapidly speed up recovery and as such they are a little more complex.  They require at least 3 component parts, should easily fit in a 3” x 3” x 3”  belt pouch.  This may be some combination of bandages, gauze, large cloth, tourniquet, bottles of leeches (pasta in water works well), or other similar materials.

Complex Healing Kit

Complex Healing Kit should have multiple needle and thread, gauze, hemostats, scissors, a watch, cloth, and tourniquet, at a minimum.  Should take up an entire belt pouch or bag.  Rough volume is 4” x 4” x 4”.

Masterwork Healing Kit

Chest or container at a minimum of one foot by one foot by one foot volume.  Can be carried but most often set up as a lab.  Contains jars, unusual medical apparatus, tools, tubing, multiple colors of thread, and/or medical reference material.

Esoteric Healing Lab

Labs appropriately set up for medical experimentation are not the sort of things that should be moved or set up in a hurry, if ever.  These are considered permanent installations and prospective patients must be taken to the lab, not the other way around.  They may involve manacle restraints, suspended bottles of various fluid, large scale diagnostic charts or other anatomical references, lightning rods, tubes, clamps and other such trappings of what would be considered “modern medical science” up to the late 18th century.