Void is used for detecting spiritual ailments, working entirely without ingredients, realigning the energy in others (Attune), treating spiritual ailments (Attune). It might also be used for removed for spiritual injuries.
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 |
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* |
Intuit whether you can learn anything of value from your current course of inquiry. |
* |
Intuit whether you have any hope of successfully treating this injury before death. |
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) |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
* + |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
* * |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Healing + Void Shuji Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.
IN Contested Territory