When Dying, the character will be dead at the end of their next turn after the number of rounds/allotted time for the Dying condition has past. It is a TN 4 Medicine (Air) check to remove.
Details
Description: The character is on the verge of death due to blood loss, organ failure, or another cause.
Effects: A Dying character is hovering on the precipice between life and death for a number of rounds (or an amount of narrative time) specified by the effect that applied the Dying condition. Once the allotted time has passed, the character perishes at the end of their next turn (or after completing one task in a narrative scene). If the Dying condition is removed before then, the character stabilizes and narrowly survives their close brush with death.
Removed When: Any character at range 0–1 of a Dying character may make a TN 4 Medicine (Air) check as a Support action to remove the Dying condition. If they fail, reduce the number of rounds remaining for the Dying condition by their shortfall.
Effects: A Dying character is hovering on the precipice between life and death for a number of rounds (or an amount of narrative time) specified by the effect that applied the Dying condition. Once the allotted time has passed, the character perishes at the end of their next turn (or after completing one task in a narrative scene). If the Dying condition is removed before then, the character stabilizes and narrowly survives their close brush with death.
Removed When: Any character at range 0–1 of a Dying character may make a TN 4 Medicine (Air) check as a Support action to remove the Dying condition. If they fail, reduce the number of rounds remaining for the Dying condition by their shortfall.
Opportunity Uses |
|
* |
Learn a something about a character who injured the person you are healing |
Opportunity Uses |
|
* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Special Circumstance Opportunities
In Shadowlands
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way.
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.