Default: Perception-6.
This is the skill of treating illness and injury with techniques grounded in esoteric theory rather than analytical science. It is usually associated with a magical or spiritual tradition. The particulars vary by tradition, but might include acupuncture, massage, alchemical or herbal preparations, or such exercises as breath control and meditation.
This skill might represent Ayurvedic medicine, chi treatment, Hermetic medicine, yin/yang healing, or any other historical or fictional healing discipline. In settings where multiple forms of treatment exist, healers must specialize in one specific tradition.
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 1d6-2 HP to the patient. On a critical success, treat the die as a 6. On a critical failure, the patient loses 2 HP.
- If you do at least one of the above and then care for the patient for 2 days (spending a few minutes with them every couple of hours), a successful check after the 2 days are over restores 2d6+2 HP. On a critical success, you learn something; gain a character point which must be spent on Esoteric Medicine. On a critical failure, the patient is reduced to 1 FP.