Aid
In traditional medicine, the Aid Skill represents everything from competently applied First-Aid (+1) or stabilizing EMT treatment
(+2) to computer-assisted microsurgery and genetic therapies (+6 and above). It can also represent applied herbal knowledge,
psychiatric medicine, chi healing, and of course breakthrough-power applied healing.
Aid comes into play in two ways. First, Recovery from Consequences (p.133, Wearing the Cape) requires an Overcome against the Consequence.
Characters with the Aid Skill can aid with that Overcome Action. Second, in a “high-realism” campaign, some Moderate
Consequences and many Severe Consequences (+6) may be life-threatening (box, p.133). Extreme Consequences (+8!) will almost
always be life-threatening, and the GM can Compel the Moderate, Severe, or Extreme Consequence to elevate the injury from a
simple Aspect to something the aid provider must win a serious Contest against (p.126) before it kills the patient. When non-player
characters are involved then the GM may simply rule that failure to Overcome their life-threatening Consequences results in death.
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