A TN 4 Medicine Air support action is required to remove the Dying condition. Air is also used for recognizing symptoms, diagnosing diseases and ailments in patients, performing surgery in the field or a place of healing (Refine), administering medicines and poisons in the proper dosage for the desired effect (Refine).
Details
If a character's fatigue exceeds their endurance, they are Incapacitated and unable to defend or take effective actions.
At the end of each scene, characters catch their breath. Each character reduces their fatigue to half of their endurance (rounded up) if it is over half their endurance. After a full night’s rest, a character heals fatigue equal to two times their Water Ring.
First Aid
Helping with swift recovery in the field is a key use of Medicine. As a Support action, a character may make a TN 2 Medicine (Water) check targeting a character at range 0–1. If the healer succeeds, the target removes fatigue equal to 1 plus the healer’s bonus successes and cannot benefit from the First Aid action again until they have been treated more thoroughly, such as with the Treatment downtime activity. The healer may spend * * + to affect one additional target per * * spent this way.
Treatment
While quick action in the field can get a character back on their feet, long-term care is also important. As a downtime activity, a character may make a TN 2 Medicine (Water) check targeting a convalescing character in the scene. If the healer succeeds, the target removes fatigue equal to the healer’s Water Ring plus their bonus successes. The healer may spend * + to a to affect one additional target per * spent this way.
At the end of each scene, characters catch their breath. Each character reduces their fatigue to half of their endurance (rounded up) if it is over half their endurance. After a full night’s rest, a character heals fatigue equal to two times their Water Ring.
- Incapacitated: An Incapacitated character cannot perform actions that require checks and cannot defend against damage. After an Incapacitated character suffers a critical strike, they suffer the Unconscious condition in addition to any other effects. Any subsequent strikes cause a Critical Strike which can induce the other conditions below.
Removed When: An Incapacitated character removes this condition when their fatigue is reduced to a value lower than or equal to their endurance.
First Aid
Helping with swift recovery in the field is a key use of Medicine. As a Support action, a character may make a TN 2 Medicine (Water) check targeting a character at range 0–1. If the healer succeeds, the target removes fatigue equal to 1 plus the healer’s bonus successes and cannot benefit from the First Aid action again until they have been treated more thoroughly, such as with the Treatment downtime activity. The healer may spend * * + to affect one additional target per * * spent this way.
Treatment
While quick action in the field can get a character back on their feet, long-term care is also important. As a downtime activity, a character may make a TN 2 Medicine (Water) check targeting a convalescing character in the scene. If the healer succeeds, the target removes fatigue equal to the healer’s Water Ring plus their bonus successes. The healer may spend * + to a to affect one additional target per * spent this way.
- Bleeding: When a Bleeding character makes a check, they suffer physical damage equal to the Strife symbols on their kept dice, ignoring their resistances. Each time damage inflicted this way causes the character to suffer a critical strike, the severity of the critical strike is treated as being equal to the character’s current fatigue.
Removed When: Any character at range 0–1 of a Bleeding character may make a TN 2 Medicine (Earth) check as a Support action to remove the Bleeding condition. - Lightly Wounded: A Lightly Wounded character increases the TN of their checks with the affected ring by 1. If they become Lightly Wounded for the same ring, they become Severely Wounded.
Removed When: Any character can provide treatment by making a TN 4 Medicine (Water) check as a downtime activity, or once per week per wounded ring, a character on Bedrest may make a TN 3 Fitness check using that ring (and ignoring the modifiers to the TN the condition normally applies). If they succeed, the injured character removes Lightly Wounded. - Severely Wounded: A Severely Wounded character increases the TN of their checks with the affected ring by 3. If they become Severely Wounded again or Lightly Wounded for the same ring, they remove it and suffer a critical strike of severity 8 (Permanent Injury) instead.
Removed When: Any character can provide treatment by making a TN 4 Medicine (Water) check as a downtime activity, or once per week per wounded ring, a character on Bedrest may make a TN 3 Fitness check using that ring (and ignoring the modifiers to the TN the condition normally applies). If they succeed, the injured character reduces Severely Wounded to Lightly Wounded. - Unconscious: An Unconscious character cannot move, perform actions, or otherwise significantly act upon the physical world. An Unconscious character may spend 1 Void point to awaken immediately, their instincts rousing them in time to defend against damage. Characters also generally awaken after several hours.
- Dying [X Rounds]: A Dying character lives 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 |
* + |
On Administering Poison Only: Increase the severity of an Ingested Poison's critical strike (normally 10) by 1 per * spent this way |
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. |
Healing + Air Shuji Opportunities
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None
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.
In Contested Territory
* You discern subtle signs of incoming trouble and can take steps to avoid it. The next time you enter a conflict scene this session, you may add a kept die showing * to your initiative check.
** You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.
** You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.