Fire is used for studying new medicines and treatments, treating unknown ailments, experimenting with unknown ingredients (Invent), brewing poisons (Invent), instilling patients with energy (Invent).
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.
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Opportunity Uses |
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Extrapolate the motivations or desires of another character in the scene or wider situation. |
Opportunity Uses |
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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) |
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Inflame another character in the scene with your presence, causing them to receive 2 strife. |
* + |
Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
* * |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
Healing + Fire Shuji Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.
In Contested Terrain
* * * 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.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.