Prof:Healing: Difference between revisions
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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.}} |
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:Locked Level 5]]</noinclude> |
Revision as of 17:13, 26 January 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 |
---|---|
Healing 1 |
Ability - Stitch-Up
Ability - Diagnose
|
Healing 2 |
Ability - Nurse
Ability - Splint
|
Healing 3 |
Ability - Field Medic
Ability - The Doctor is In
|
Healing 4 |
Ritual - Field Healer
Ability - Expert Care
Ability - Autopsy
|
Healing 5 |
Ritual - Master Healer
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