Updated Healing House Rules
Treat Injury: Works as indicated in the book with the following exceptions regarding the First Aid Kit
First Aid Kit:
- A full kit has 4 uses. Once you use it, then its gone.
- Allows you to heal hit points
- Without First Aid Kit all Treat Injury rolls will be at (-4)
- dazed, unconscious, or stunned characters have DC 15
DC+Treat Injury Roll
<10 1 hit point
10-14 2 hit points, stabilize dying character
15-19 1d4+1 hit points
20-24 1d6+2 hit points or 1d2 ability points
25-29 1d8+4 hit points or 1d4 + 1 ability points
30+ 2d6+6 hit points or 1d6 + 2 ability points
Medical Kits work the same except it can be used only once per hour and can restore 1d8+4 hit points or 1d4 ability points automatically. It also allows you to heal poison.
Surgery Kits work the same except that I'll be more lenient on the fatigue. Max 6 hours of fatigue, -1 hour per point over the DC the surgeon. It can only be used once per 2 hours.
Again - there will be plants and other things out there that you can use to heal, create antidotes, etc....provided that you can create it via the craft pharmecutical skill.