Site Index > Rules > Character > Skills > Knowledge > First Aid |
First Aid | |
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Skill Name: | First Aid
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Skill Tree: | Knowledge
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Prerequisite(s): | None
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Skill Point Cost: | 1
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Description: | Allows a character to provide non-magical medical aid. |
This skill allows a character to provide basic first aid to others. Rarely critical, but often quite helpful.
Description
First aid is used for a variety of in-game effects. It is the only real medical skill in the system, for the most part restoration magic covers all healing needs.
Characters interested in roleplaying a healer or medic type will find this very useful. Others will certainly have uses for it, but it isn't essential.
Effect
The first aid skill is required to feed potions to other characters.
The first aid skill allows a character to ask simple medical based questions of another player, such as “Were these wounds caused by a blunt weapon or a bladed one?”, "Are you breathing?", "Do you have any visible wounds?", and "Do you have a pulse?". This applies to visible conditions that if they were to occur in real life, anyone with first aid training would be able to answer or assist with. Questions regarding ailments or afflictions, such as "Are you afflicted with memory loss?" or "Do you still have a spark?", are reserved for the diagnosis spell.
In short, if you can see with your eyes or feel with your hands what is wrong, you can use First Aid to identify it. Everything else requires the diagnosis spell. |
A character with first aid can remove a Blunted Torso Wound condition from characters. Limb wounds and body points cannot be healed by first aid in this way.
Should a character take "Blunt Poison!" or "Blunt Disease!" damage, a character with the first aid skill can remove the Poisoned condition or the Diseased condition with first aid, only in these situations where it is blunt damage.
Any character with first aid may role-play taking care of someone with the Bleeding Out condition to extend the time it takes before they die. This adds an additional 10 minutes (for a total of 20). The first aid doesn't need to be started until the standard 10 minutes are nearly up (though it is good role-playing to do so prior to that). During the additional 10 minutes a person with first aid must maintain steady role-play. If at any point during the additional 10 minutes no one with first aid is actively paying attention to the individual Bleeding Out that person will die immediately.
References
Blunted Condition
Anytime a character take's 'Blunt!' damage they receive the Blunted condition. This condition can be gained multiple times for each instance of 'Blunt!' damage. When the Blunted condition wears off, the damage that caused the condition wears off as well. Rather than tracking each Blunted condition's timing separately it is almost always easiest to start counting from the last instance of the Blunted condition and when that 10 minutes is up, heal all your 'Blunt!' body damage or 'Blunt!' Wound conditions. Magical (or alchemical) healing can be used to immediately heal Blunted damage if someone desires. This will also end the condition.
Any Wound conditions caused by 'Blunt!' damage also get the Blunted condition and can be cured normally, or are automatically cured when the Blunted condition gets removed.
If a character takes a 'Blunt!' Torso Wound it does not give the Bleeding Out condition.
'Poison Blunt!' damage will wear off like any other blunt damage along with the Poisoned condition. The same goes for 'Disease Blunt!' damage and the Diseased condition. |
If a character has the a Blunted Torso Wound condition, the First Aid skill can remove it (and only it). This even works if the Torso Wound was caused by 'Poison Blunt!' damage (which normally cannot be healed without curing the Poisoned condition).
Many players don't realize that the first aid skill can only remove Blunt Torso Wounds. The first aid skill cannot heal Blunt Limb Wounds or blunt body damage. |
Bleeding Out Condition
A character that has the Bleeding Out condition will die if they don't receive medical attention. After 10 minutes if this condition is not removed (healed) the character gains the Dead condition.
Any character with first aid may role-play taking care of someone with the Bleeding Out condition to extend the time it takes before they die. This adds an additional 10 minutes (for a total of 20). The first aid doesn't need to be started until the standard 10 minutes are nearly up (though it is good role-playing to do so prior to that). During the additional 10 minutes a person with first aid must maintain steady role-play. If at any point during the additional 10 minutes no one with first aid is actively paying attention to the individual Bleeding Out that person will die immediately.
This condition can be cured with items like Stabilizing Concoction. Anything that removes a Torso Wound condition will also automatically remove the Bleeding Out condition.
Restoration Magic School
Restoration magic is the purest form of magical energy. It allows the caster to heal the wounded, rid a person of ailments, and even revive the nearly dead.
While this school does have some defenses which allow the caster to temporarily stave off death, it contains no traditional defensive spells such as those found in the Aegis school. The Restoration school specialist is often considered as vulnerable to attack as a result.
Common symbols for restoration include bandages, beads, and the color blue.
Restoration is associated with the Mother.
The Diagnosis Spell
The caster can 'Diagnose' a target, learning all conditions on them (except Stolen Spark) and detecting the presence of the target's spark.
- For any condition discovered, Diagnosis will reveal appropriate ways to cure it.
- If diagnosing a corpse, it will reveal the cause and method of death.
- While using diagnosis, the caster is protected from catching any harmful afflictions the target has.
Savant Title
A character earns the Savant title after obtaining all 20 production points and learning the following skills:
- Alchemy Mastery
- Brew Potion
- Scribe Scroll
- Estimate Value
- First Aid
- Herbalism
- Read Magic
- At least one language that was not inherited at the character's creation.
- Note that every character gains the Common language at creation, even if you choose to roleplay that you don't know it, so does not count towards this title.
Savants gain 5 production points that break cap. When producing potions or scrolls Savants, instead of being limited to only spells they know, may also copy potions and scrolls they have on hand to determine which they can make. This cannot be used to copy scarce items.
Only Savants can use an Alchemist's Laboratory.
Categories: Skills | Knowledge Skills | Blunt Calls | Poison Calls
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