Default: IQ-4, Esoteric Medicine, Physician
This is the ability to patch up an injury in the field. Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc.
Restoring HP:
- If you can treat the injury within minutes of it happening, you can apply bandages etc. and try to stop the bleeding. A successful check after 1 minute restores 1 HP to the patient.
- Regardless of when you get to them, if you care for the patient for 1 hour, during which they are warm, comfortable, calm, and still, make another check when the hour is up. A successful check restores 1d6-3 HP to the patient. On a critical success, treat the die as a 6. On a critical failure, the patient loses 2 HP.