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Healing

Ranks: 6

XP Cost: 9; 17; 22; 28; 36; 45

Learn Time: Varies

Skill Point Cost: Varies

Self-Teach :No

Pre-Requisite: Diagnostic; R4 – Identify Alchemy

Debarment: –

Limitation: –

Rarity: Uncommon

Description:

The art of healing is perhaps the most complex and new of the craft skills. Field doctors are becoming more and more desired. For a character to take this skill, they must first know Diagnostic. Each additional rank builds upon itself and allows the character do more and more. Characters with the Healing Skill are able to properly use special bandages (any bandage that heals more then +1, numbing bandages, toughening bandages, etc.), as well as utilize tonics and elixirs to their full potential.

Rank 1

Halt Bleeding Out: Can pause a Bleeding to Death count and nurse a wounded person from -1 body to 1 body after 1 minute (60 seconds) of care. If the act is interrupted in some way (i.e.: the doctor gets pulled away, attacked, etc.) then the victim resumes their Bleeding to Death count. Note that they do not restart it, they resume it. No bandages or any other items are required for this procedure, the character simply announces, “Halt your Bleeding Out count,” and begins a 60 second count down.

Rank 2

Twice as Effective: Characters at this level are also more versed in the use of bandages and healing practices and they are able to double the effectiveness of all bandages they use.

Finding a Vein: Can properly administer special tonics and elixirs via injection that most people cannot effectively do.

Filling a Syringe: A character can fill a syringe with a tonic or elixir properly.

Rank 3

Efficient Bandaging: The character apply bandages in half the time (15 seconds).

Medically Equipped: Can use medical grade engineering equipment without the need of prior engineering knowledge. (NOTE: This only applies to engineered equipment marked as ‘medical’.)

Administering Anesthetic: Can handle Psychoactives during a medical procedure as if the character had the skill Psychoactive Handling.

Fix Disease: After 10 minutes of roleplay and use of a tonic at least +15 or better, the Doctor can cure the ‘Disease’ tagline.  During this time, the Doctor can communicate, but do nothing else, including attacking, defending, or moving, or the Doctor must begin again. This costs 10SP to use.

Fix Slow Death: With an expenditure of 10SP, the Doctor halts the Slow Death count.  After 3 minutes of uninterrupted roleplay, the Doctor removes the effect of the slow death, although the target still experiences the Pain effects of the Slow Death during this time. If the Doctor is interrupted at any point during this roleplay, the Slow Death count continues from where it left off; it does not restart.

Rank 4

Fixing Limbs: Can repair crushed limbs (15 skill) after a 5-minute role-play with aid of a “medic’s bag” or proper equipment.

Stay with Me: Is able to keep a dead person’s soul more stable and in double their death count as long as they keep up a stabilizing role-play

Practiced Hand: Applying a Wrap to a character talks half the normal amount of time.

Rank 5

Fix Slain: With this skill a doctor can remedy a single patient from Slain Dead status to normal Dead status. This procedure takes 60 seconds of role-play, during which the patient’s death count does not stop. Additionally, activation of this skill allows the doctor to know the patient’s death count (“Advanced Procedure, what’s your death count?”), which will allow the doctor to accurately gauge if they have the time, resources, and willingness to more forward with saving ones said life. This cost 5SP to start (and counts towards any other use of Advanced Procedure used on this patient in the next ten minutes. At the end of the role-play time the patient is moved from Slain Dead to just Dead status with the expenditure of 5 SP, and the target begins a full Death Count.

Reverse Amputation: Can repair severed limbs (15 skill) after a 5-minute role-play with aid of a “medic’s bag” or proper equipment. Must have a limb to attach.

Fix Frozen: With an expenditure of 12SP and 60 seconds of uninterrupted roleplay, the Doctor can fix the Freeze tagline.  Additionally, the Doctor requires an item specifically tagged as a heat source and must use this item during the roleplay.

Rank 6

Trauma Rehabilitation: After a number of 30 minute role-play sessions (1 for a 300xp doctor, with an extra session required per 50xp below 500xp) the doctor can rehabilitate the patient to no longer suffer from a physical RP requirement. Additionally, if the doctor is psychologically trained they can rehabilitate a torture victim or rehabilitate similar mental traumas.

Fix Maimed/Assassinated: With this Skill, a Doctor can remedy a target at Maimed Dead status to Slain Dead status.  This procedure takes 30 seconds of role-play, during which the patient’s death count does not stop. Additionally, activation of this skill allows the doctor to know the patient’s death count (“Advanced Procedure, what’s your death count?”), which will allow the doctor to accurately gauge if they have the time, resources, and willingness to more forward with saving ones said life. This cost 8SP to start (and counts towards any other use of Advanced Procedure used on this patient in the next ten minutes). At the end of the role-play time, the patient is moved from Maimed Dead to just Slain Dead status with the expenditure of 8 SP.  When moved to Slain Dead status, the target begins a full Slain Death Count.