Natural Healing

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Rather than have healing be performed through the use of normal healing times.

Base Mechanic

  • Extended Stamina roll
    • Each success on the roll heals one wound of that type.
    • Each roll is made at a base Interval, which doubles for each roll after the first.

Intervals

  • Bashing: Fifteen minutes per roll, doubling with each roll, maximum of four hours per roll.
  • Lethal: One day per roll, doubling with each roll, maximum of sixteen days per roll.
  • Aggravated: One week per roll, doubling with each roll, maximum of sixteen weeks per roll.

Using Medicine

Receiving medical treatment can aid in healing.

First Aid

Dice Pool: Dexterity + Medicine

Action: Extended (one success is required per Health Level suffered); each roll represents one minute of work. Success on this roll either heals a single bashing damage, or if the patient is dying, stops the process thereof. Dying patients will continue to change one lethal wound to an aggravated wound per minute.

  • Dramatic Failure: You not only fail to provide aid, but you lose all accumulated successes and accidentally inflict an additional Health Level of damage. If the patient is dying, one additional lethal wound becomes aggravated, in addition to the normal process.
  • Failure: No further progress is made.
  • Success: Successes are added to the accumulated total. If the character is dying, however, the normal transformation of a lethal wound to an aggravated wound still occurs.
  • Dramatic Success: Not only do you add all your successes to the accumulated total, but you prevent the change of one lethal wound to an aggravated one for this minute.
  • Suggested Equipment: First Aid Kit (+1), EMT or Military Field Kit (+2), Medical Facility (+3)
  • Possible Penalties: Insufficient tools (-1), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)

Emergency Medical Care

Dice Pool: Wits + Medicine

Extended Medical Care

Merit: Quick Healer (• - •••••)