A TN 2 Medicine (Earth) support action is required to remove the Bleeding Condition. Earth is also used for studying and recalling existing remedies, creating bandages and medical supplies (Restore), stanching blood loss (Restore), mending other minor harm (Restore). A TN 1 Medicine (Earth) action is used to apply Poison to a weapon.
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 |
|
* |
Remember a place where you can find better treatment for the injuries or illnesses you are treating. |
* + |
On Administering Poison Only: Increase the severity of an Ingested Poison's critical strike (normally 10) by 1 per * spent this way |
* |
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) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Healing + Earth Shuji Opportunities
Ancestry Unearthed
Activation: When you make a Scholar skill (Earth) or Social skill (Earth) check targeting a character:
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.
In Contested Territory
* * * 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.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.