Healing in Emala | World Anvil

Healing

Healing is the in-depth knowledge of medical procedure: the ablity to set bones, suture wounds, and so foth. Obviously applying healing requires appropriate resources, and most practicing healers will have such thing on hand (needles, gut or thread for sutures, herbs for pultices, etc). There are three main areas of Healing:

Treating Serious Wounds

A successful Healing roll restores 1d3 Hit Points to a Seriously Injured location. On a critical success this is raised to 1d3+1. If fumbled, the wound takes another 1 point of damage.

Treating Diseases and Poisons

If Healing is performed prior to the onset time, it counteracts the disease or toxin entirely, providing it overcomes the Potency of the malady in an opposed roll. If performed on a character who has already succumbed to the disease or toxin, a successful Healing roll permits the victim a new chance to resist, making it one grade easier. A critical success increases it by two grades. A fumble however makes the resistance roll one grade harder.

Surgery

Surgery is the only way, other than magical healing, that a character can recover from a Major Wound. A successful First Aid roll is neaded to stabilize and then a Healing roll can be made to set a shattered bone, stitch together the flesh of a stump or excise foreign objects lodged in tissue so that the location can begin the road to recovery.

As long as the Healing roll is a success, the injured location begins to heal as normal for a location suffering a Major Wound (see here for more information). On a critical success the location regains 1 Hit Point immediately; whereas on a fumbled Healing roll the patient must succeed in an Endurance roll or die from the procedure. Surgery cannot re-attach a severed limb under normal circumstances.

Professional Skill Base Skill Value: INT + POW

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