Healing skills are the practice of mundane arts that have been known to the world for millennia. They range from being able to staunch wounds, to the treatment of disease or poisoning, and even preserving the dying and coaxing them back to life.
Many Healing skill abilities require a Healer’s Kit, which is a tagged item. Basic Healing Kits are a Tinkering Production item, as are more advanced healing kits. A healer will need to assemble an appropriate rep for their Kit or Kits. See the Healing Kit section below for details.
All Healing skills have a range of “touch” with regards to the target of the skill (please keep in mind the rules about out-of-play physical contact). This treatment should also be roleplayed as appropriate.
With the return of Magic to the world all Healing abilities seem to work with supernatural speed beyond what has been observed previously.
Gain one Apprentice ability at no cost with purchase of this skill. Others may be purchases with additional experience points.
Cost: 5 XP
Basic Aid requires a Basic Healing Kit. Requires 1 minute of concentration and role-play to apply a Natural Stabilize effect to the target. The target will, if no other treatment is administered, become Walking Wounded in 5 minutes after treatment was completed and will be fully recovered after 30 minutes.
Cost: 5 XP
Triage allows the Apprentice 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?
If the Apprentice uses a Complex Healing Kit during the examination, the following additional questions may be asked:
- What was the nature of the physical injury? (Magic, claws, weapons, fire, etc)
- Do you have any Racial Powers? If so what races? Note: This does not allow the Healer to know what abilities are present.
- If the target has any Racial Powers what Tier are they?
- 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 has the target been dead?
- What nationality is the target?
- How many times has the target died before?
- Does the target have a Soul Mark? (This does not reveal the nature or appearance of the Soul Mark).
Cost: 5 XP
Field Dress requires a Basic Healing Kit. Requires 5 minutes of concentration and role-play to apply a Natural Rapid Recovery effect to the target. The target will, if no other treatment is administered, become walking wounded after treatment ends and will be fully recovered in 15 minutes.
Prerequisites: Must have all Apprentice Healing skills purchased.
Gain one Physicker ability at no cost with purchase of this skill. Others may be purchases with additional experience points.
Cost: 10 XP
The Physicker reduces the time to apply Basic Aid from 1 minute to 30 seconds, and the time to apply Field Dress from 5 minutes to 2 minutes. In addition, the Physiker may spend 5 minutes of concentration and role-play to apply a natural Heal Wound 1 to the target. Physicker’s Hands requires a Complex Healer’s Kit for this effect.
It’s Just a Flesh Wound
Cost: 10 XP
The Physicker may spend 2 minutes of concentration and role-play to apply a Natural Heal Vigor 1 to the target. It’s Just A Flesh Wound requires a Complex Healer’s Kit for this effect.
Cost: 10 XP
The Physicker may spend 1 minute of concentration and role-play to apply any of the following effects to a willing or incapacitated target: Natural Cleanse, Natural Invigorate, Natural Awaken, Natural Cure Silence, Natural Cure Hobble. Humorism Training requires a Complex Healer’s Kit to apply.
Cost: 10 XP
When researching using BGAs or performing an Investigation, the Physicker with this skill counts as having an applicable Lore on the following topics: poisons, diseases, mental maladies, magical curses, the physical examination of a living body, and the physical examination of a dead body.
In addition, the Physicker may prepare poultices. These poultices require the Physicker’s Studies skill to use, and are volatile, expiring at the end of the event they were prepared for. Three (3) each of the following poultices may be prepared each event: Natural Cleanse, Natural Heal Wound 1, Natural Heal Wound 2. This preparation requires a Complex Healer’s Kit. If a Masterwork Healer’s Kit is used, one additional poultice may be prepared of the Physicker’s choice.
Cost: 10 XP
The Physicker may spend 2 minutes of concentration and role-play (Note: This time cannot be reduced by abilities such as Keen Touch) to apply a Natural Resuscitate effect to a dead target, provided they are within their Death Count of 2 minutes (See the Game Effects page for more details on Resuscitate). While Thanatology is being applied, the dead target’s Death Count is suspended. Thanatology requires a Masterwork Healer’s Kit for this effect.
Prerequisites: Must have 3 Physicker Healing skills purchased.
Gain one Surgeon ability at no cost with purchase of this skill.
Cost: 15 XP
The Surgeon may utilize Healing Procedures. Procedures must be discovered in-play and generally require an Esoteric Lab to perform. Rumors exist of 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.
In addition, the Surgeon reduces the time to apply Physicker’s Hands from 5 minutes to 1 minute, if a Masterwork Healer’s Kit is used.
Mind over Bodies
Cost: 15 XP
The Surgeon has learned how to enhance the effects of magical healing. The Surgeon may spend 10 seconds of concentration and role-play after the application of a magical Heal Wound effect (from an Alchemy potion, magic spell, or magical item) and increase the value of that effect by 1. For example, if Sara the Sorcerer casts a Water Heal Wound 3 spell on a downed comrade, Steven the Surgeon can spend 10 seconds and enhance that to a Heal Wound 4 effect.
In addition, the Surgeon reduces the time to apply It’s Just A Flesh Wound from 2 minutes to 1 minute.
Finally, the Surgeon may prepare poultices. These poultices require the Mind over Bodies skill to apply, and are volatile, expiring at the end of the event they were prepared for. Three (3) of any of the following types of poultices may be prepared each event: Natural Resist Contagion, Natural Resist Poison, Natural Resist Mental. This preparation requires a Masterwork Healer’s Kit.
Healing Kit Requirements
Basic Healing Kit
Basic Healer’s Kits contain the tools needed to stop bleeding and seal wounds for healing. This should fit in a 2” x 2” x 2” belt pouch. Suggested materials include some combination of bandages, gauze, large cloth, tourniquet, needle (blunted), thread or other similar materials.
Complex Healing Kit
Complex Healer’s Kit should have multiple needle and thread, gauze, hemostats, scissors, a watch, cloth, bottle of leeches (pasta in water works well), and tourniquet, at a minimum. Should take up an entire belt pouch or bag. Rough volume is 3” x 3” x 3”.
Masterwork Healing Kit
Contains items similar to a Complex Healer’s Kit but may also include fancy jars, unusual medical apparatus, tools, tubing, multiple colors of thread, and/or medical reference material. Should take up an entire belt pouch or bag. Rough volume is 4” x 4” x 4”.
Esoteric Healing Lab
Labs appropriately set up for medical experimentation are not the sort of things that should be rarely moved or set up in a hurry. These are considered semi-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.