Prof:Healing: Difference between revisions
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{{Ability|Stitch-Up| |
{{Ability|Stitch-Up| |
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− | With 10 seconds of |
+ | With 10 seconds of {{gloss|appropriate roleplay}}, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character. |
− | In a non-stressful situation with appropriate roleplay, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: "You feel exhausted." on that target.}} |
+ | In a non-{{gloss|stressful situation}} with {{gloss|appropriate roleplay}}, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: "You feel exhausted." on that target.}} |
{{Ability|Diagnose| |
{{Ability|Diagnose| |
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− | With 10 seconds of |
+ | With 10 seconds of {{gloss|appropriate roleplay}}, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}} |
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|{{nowrap|Healing 2}} |
|{{nowrap|Healing 2}} |
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{{Ability|Nurse| |
{{Ability|Nurse| |
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− | With 2 min of roleplay you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of roleplay.}} |
+ | With 2 min of {{gloss|appropriate roleplay}} you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of {{gloss|appropriate roleplay}}.}} |
{{Ability|Splint| |
{{Ability|Splint| |
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− | In a non-stressful situation, you may heal a {{gloss|CRUSH}} effect with appropriate roleplay.}} |
+ | In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with {{gloss|appropriate roleplay}}.}} |
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|{{nowrap|Healing 3}} |
|{{nowrap|Healing 3}} |
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{{Ability|Field Medic| |
{{Ability|Field Medic| |
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− | In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with |
+ | In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with {{gloss|appropriate roleplay}}.}} |
{{Ability|The Doctor is In| |
{{Ability|The Doctor is In| |
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− | In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove |
+ | In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove a number of {{gloss|wound}} levels from a patient with {{gloss|appropriate roleplay}}. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}} |
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|{{nowrap|Healing 4}} |
|{{nowrap|Healing 4}} |
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{{Ability|Autopsy{{ref}}| |
{{Ability|Autopsy{{ref}}| |
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− | Given 30 seconds of |
+ | Given 30 seconds of {{gloss|appropriate roleplay}} with a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}} |
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− | |{{nowrap|Healing 5 |
+ | |{{nowrap|Healing 5}} |
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{{Ritual|Master Healer{{ref}}| |
{{Ritual|Master Healer{{ref}}| |
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− | Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of |
+ | Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all {{gloss|wounds}}, etc. If you have extra {{gloss|participants}}, they must all have the Healing skill and roleplay assisting with the procedure.}} |
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− | <noinclude>[[Category:Rules]][[Category:Skills]]</noinclude> |
+ | <noinclude>[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]</noinclude> |
Latest revision as of 19:58, 6 October 2015
This is not a Faction Skill
Skills marked with require a ref to use.
Skills marked with are currently unavailable and will require player action to be unlocked.
Profession Skills give you access to various support, investigation and enhancement abilities.
Your Faction gives you a discount on one of these skills.
A profession skill gives you access to all rituals and abilities described for that level of the skill.
Skill | Effect |
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Healing 1 |
Ability - Stitch-Up
Ability - Diagnose
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Healing 2 |
Ability - Nurse
Ability - Splint
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Healing 3 |
Ability - Field Medic
Ability - The Doctor is In
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Healing 4 |
Ritual - Field Healer
Ability - Expert Care
Ability - Autopsy
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Healing 5 |
Ritual - Master Healer
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