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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Skill Actions / Treat Wounds

Treat Wounds

Skill Actions · Medicine

Skill Medicine
Cost None
Requires Healer's tools.
  • Exploration
  • Healing
  • Manipulate
  • Trained

Requires: Healer's tools.

You spend 10 minutes treating one injured living creature (yourself, if you like). The creature then can't benefit from Treat Wounds again for 1 hour, counted from when you started, so a patient can be treated once an hour. The DC is 15, though the GM may change it for the situation. With 2 or more Ranks in Medicine you can choose DC 20 to heal 10 more HP; with 5 or more, DC 25 to heal 30 more; with 9 or more, DC 30 to heal 50 more. The damage on a critical failure stays the same.

Critical Success: The target regains 4d8 HP (plus the extra for a higher DC).

Success: The target regains 2d8 HP (plus the extra for a higher DC).

Failure: With 2 or more Ranks in Medicine, the target still regains HP equal to twice your Ranks in Medicine. Otherwise nothing happens.

Critical Failure: The target takes 1d8 damage.

Results

Critical Success

The target regains 4d8 HP (plus the extra for a higher DC).

Success

The target regains 2d8 HP (plus the extra for a higher DC).

Failure

With 2 or more Ranks in Medicine, the target still regains HP equal to twice your Ranks in Medicine. Otherwise nothing happens.

Critical Failure

The target takes 1d8 damage.