Injuries and Recovery

 

Wounds

Superficial: 1

Light: 2-3

Serious: 3-8

Critical: 9+

Bleeding from Wounds

Superficial and Light wounds will stop bleeding on their own after a few minutes and will not cause any further damage.

Serious wounds will not stop bleeding without medical attention and may result in death. If left untreated the character must begin making HT rolls after a number of minutes equal to their HT have passed with a new HT roll every minute with a cummulative -1 penalty. If the HT roll is failed the character will lose the number of hit points by which the roll was failed.

Critical wounds will bleed profusely and will definitely result in death. If left untreated the character must begin making HT rolls after a number of minutes equal to their HT/2 have passed with a new HT roll every 30 seconds with a cummulative -1 penalty. If the HT roll is failed the character will lose the number of hit points by which the roll was failed.

Normal Healing

Natural recovery: At the end of each day of rest and decent food, the injured

person rolls against HT for each wound. A successful roll recovers 1 hit

point for that wound.

First Aid: 5 minutes per injury, restores 1d-3 hit points(minimum 1) to that

injury. Critical success restores the maximum, critical failure increases the

injury by 2 points. First aid applied after 10 minutes will not restore any

hit points but will stop bleeding.

Success Modifiers: Wound Severity: Superficial: +2

Light: +1

Serious: 0

Critical: -2

Victim's HT is negative: -1 additional

Victim's HT is fully negative: -2 additional

Physician: Every 3 days the physician may roll against his skill to let the

patient recover 1 hit point of an injury, critical success recovers 2. A

badly failed roll costs the patient 1 hit point. 10 injuries may be treated

per physician. Minimum skill is 12 to get these advantages.

Magical: Minor Healing will cure up to 3 points of Light Wounds, it has no

effect on more sever injuries. Major Healing will reduce one Light or Serious

Wound by up to 8 points, it has no effect on more severe injuries and cannot

be spread among multiple wounds. Critical Healing will reduce one wound by up

to 8 points regardless of severity. All three spells may be cast on the same

person without risk.

Psionic: Each wound must be treated separately but there is no limit to the

severity of the wound that can be healed.

 

Healing with Hedge Magic

Hedge wizards use their arcane knowledge to combine physical and

meta-physical elements to aid in the treatment of the wounded. Their

knowledge allows them to read the illness in a patient, prepare beneficial

meals and medicines, and to attract helpful spirits. All rolls made at the

10pt learner level are made at -5.

Useful Skills

Cooking: Often used in conjunction with Physician skill to make fortifying

meals to speed along recovery from illness. Hedge wizards are also

knowledgeable of the power of food to affect mood and outlook, and to distract

people from their worries and disagreements. A successful cooking roll will

give the patient +1 to the HT roll to recover from injury, critical success

gives +2.

Diagnosis: This skill can detect supernatural maladies as well as ordinary

ones, ills that would flummox an ordinary doctor. A successful diagnosis roll

will give the hedge wizard +2 to First Aid/Physician/Veterinary roll to treat

the patient, critical success gives +4.

First Aid/Physician/Veterinary(etc.): These skills all include knowledge of

arcane and personal methods of healing, as well as more traditional means.

Hedge-mages are consummate healers, and know to clean, plaster and bandage as

well as any secular doctor - but much more. As a general rule, hedge magic can

heal the sick or wounded two or three times as fast as mundane doctoring, but

a good deal more effort is often required (both in terms of creating the right

atmosphere for healing, and in terms of required medicines and treatments). A

successful First Aid roll will restore 1d-2 hit points(minimum 1) per injury.

Time taken is 1 minute per injury if the hedge wizard has readily available

healing supplies, otherwise normal time. A hedge wizard can roll against Physician/Veterinary once per day to cure an injury.

Naturalist: Possibly the most essential skill for the hedge wizard, since it

provides knowledge of the magical properties of plants and animals, as well as

a deep understanding of natural cycles and the relationships between all

living things. A successful Naturalist roll will give the patient +1 to the

HT roll to recover from injury, critical success gives +2.

Occultism: Gives the hedge wizard knowledge of beneficial and malevolent

spirits and how to attract or repel them. Useful in making amulets to

attract healing spirits or to drive disease spirits out of the body. A

successful Occultism roll allows the patient to recover 1 additional hit point

per injury per day under the care of the hedge wizard, 2 hit points on a

critical success.