BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Heal

(Int) Advanced

You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:  
  • Diagnose an illness, infection, or disease.
  • Treat a disease (see page 188).
  • Heal wounds equal to your Intelligence Bonus + SL (Note: a patient can only benefit from one Heal roll after each encounter). If sterile liquids or appropriate poultices and dressings are used, no Infection will develop from the injury (see page 181).
  • Staunch a Bleeding Condition, with each SL removing an extra Bleeding Condition.
  A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection (see page 187).

If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. For more information see Disease and Infection in Chapter 5: Rules.

Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury in Chapter 5: Rules.

Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing during combat, Tests will likely be Challenging (+0) at the very least.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!