FIRST AID (Wounds)
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INTELLECT (MEDICINE)
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A check made during an encounter to heal injuries. Requires: Medical kit or other tools for managing damage. Difficulty: Healing Wounds: Current wounds equal half or less of wound threshold ( ) • Current wounds equal more than half of wound threshold (![Difficulty-die.png](/wiki/images/thumb/Difficulty-die.png/15px-Difficulty-die.png) ) • Current wounds exceed wound threshold (![Difficulty-die.png](/wiki/images/thumb/Difficulty-die.png/15px-Difficulty-die.png) ![Difficulty-die.png](/wiki/images/thumb/Difficulty-die.png/15px-Difficulty-die.png) ) • Healing Critical Injuries: (Critical Injury Severity Rating) Modifiers: Improper Tools: to ![Setback-die.png](/wiki/images/thumb/Setback-die.png/15px-Setback-die.png) • No Tools: ![Setback-die.png](/wiki/images/thumb/Setback-die.png/15px-Setback-die.png) ![Setback-die.png](/wiki/images/thumb/Setback-die.png/15px-Setback-die.png)
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Result |
Option
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Stitched Up. Each success heals one Wound.
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Pain Relief. Each success heals one Strain.
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Spotted a Problem. Each Triumph heals one Critical Injury.
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Bite On This. Each threat inflicts one Strain. Delicate Work. Each threat increases the amount of time treating the injury takes by one round.
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Malpractice. The medical procedure inflicts an additional Critical Injury!
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