First Aid
Intensive: YesYour ability to aid the wounded and stabilize the dying. This skill lets you save lives.
Moves
Mend Wounds
Time: 10 Minutes
Prerequisites: None
Prerequisites: None
You patch up a creature with bandages (or a torn piece of cloth) where necessary. Resting for an hour, that creature regains HP. Determine the amount healed with a First Aid Check. You can roll again to heal more for each hour rested without spending more bandages.
Diagnose
Time: 1 Minute
Prerequisites: Proficiency Level 2
Prerequisites: Proficiency Level 2
You attempt to identify a disease or other physical condition of a target person or creature. Make a Check against the Difficulty of the infliction. On a success, you learn what this infliction is and possibly what could cure it.
On a failure, you may find out enough to know someone that could help you diagnose this infliction, or written information that could help you, to the GM’s discretion.
On a failure, you may find out enough to know someone that could help you diagnose this infliction, or written information that could help you, to the GM’s discretion.
Restore Bodypart
Time: 1 Hour
Prerequisites: Proficiency Level 3
Prerequisites: Proficiency Level 3
When another creature with a Crippled bodypart is preparing to rest, you can expend bandages and other medical supplies to help heal a Crippled bodypart. Roll a Check; each Hit scored equals one hit point healed to the selected bodypart over the period of the creature’s rest (minimum of 8 hours).
Brew Healing Potion
Time: 15 Minutes per batch
Prerequisites: Proficiency Level 4
Prerequisites: Proficiency Level 4
Use a steel pot over a fire to combine a Celestial Lotus with 10 grams of ground up Astral Crystal dust. One batch is as many potions as you have ingredients for. Heals 1d4 damage on a single limb. As higher grades of Astral Crystals do not alter the result, brewers tend to use only grade 1.
