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{{Ability|The Doctor is In| |
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{{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 all {{gloss|wounds}} from a patient with 5 minutes of roleplay. If the patient has {{gloss|stamina}}, it is reduced to 0.}} |
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In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove all {{gloss|wounds}} from a patient with an appropriate amount of 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}} |
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|{{nowrap|Healing 4}} |
Revision as of 14:42, 2 February 2015
This is not a Faction Skill
<<< Back to Skills
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
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Effect
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Healing 1
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Ability - Stitch-Up
With 10 seconds of uninterrupted roleplay, during which the bleed count is paused, call CURE 1 to a dying character.
In a non-stressful situation with appropriate roleplay, you may heal all hits on an unresisting target and then call COMPEL 2: "You feel exhausted." on that target.
Ability - Diagnose
With 10 seconds of obvious investigation, may determine what sort of wound someone is suffering from or how many hits they have left.
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Healing 2
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Ability - Nurse
With 2 min of roleplay you may suppress the effects up to 4 levels of wounds. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their wounds. You may change whose wounds you are suppressing and by how much with 2 min of roleplay.
Ability - Splint
In a non-stressful situation, you may heal a CRUSH effect with appropriate roleplay.
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Healing 3
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Ability - Field Medic
In a non-stressful situation, you may heal all hits on multiple characters with an appropriate amount of roleplay.
Ability - The Doctor is In
In an appropriately equipped building (The interactive venue is always equipped for this) you may remove all wounds from a patient with an appropriate amount of roleplay. If the patient has stamina, it is reduced to 0. Each wound level healed using this skill requires one dose of 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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Healing 4
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Ritual - Field Healer
Remove 1 wound from the target for each participant in this ritual.
Ability - Expert Care
You may now suppress up to 8 levels of wounds.
Ability - Autopsy
Given 30 seconds of examining and poking a body, you can ask a 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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Healing 5
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Ritual - Master Healer
Mixing rituals and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all wounds, etc. If you have extra participants, they must all have the Healing skill and roleplay assisting with the procedure.
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