Healing

Description

The ability to heal living things -- to mend wounds, cure diseases, purge toxins, and knit bone all fall under the purview of healing. In non-combat situations, the individual can purge toxins, cure ailments, and even mend together flesh and knit bone with a bit of time and focusing their will and magical potential. In combat, they can use their magic to treat the wounded and rouse the unconscious.

This ability requires a roll to determine the duration of the healing time and how effective the healing is.

Success Levels:

  • Success: Out of combat, the healing occurs over an hour for flesh wounds, within a day for impaired wounds, and within a few days for incapacitated wounds.
  • Good Success: Out of combat, the healing occurs over a matter of minutes for flesh wounds, hours for impaired wounds, and within a day for incapacitated wounds.
  • Great Success: Out of combat, the healing occurs over a matter of seconds for flesh wounds, minutes for impaired wounds, and hours for incapacitated wounds.
  • Amazing Success: Out of combat, the healing occurs instantaneously for flesh wounds, seconds for impaired wounds, and minutes for incapacitated wounds.

Limits

Only living organic creatures may be healed in this manner. This ability cannot bring back the dead nor fully cure terminal disease or permanent conditions such as blindness, deafness, and/or paralysis. It also does not cure mental health conditions. Healers may only heal one target at a time. Out of combat, Healers may only make one roll per patient per day for a maximum number of patients equal to their dots in Grit. In combat, the rules for FS3 combat below apply.

Levels
1 The healer can purge naturally occurring toxins from the body, cure mild colds and allergic reactions, as well as remove superficial scars but cannot heal magically generated wounds.
2 The healer can cure more serious infections, sepsis, stop anaphylactic shock, as well as remove moderate scarring but cannot heal magically generated wounds.
3 The healer can purge magical toxins from the body, help the healing of magically generated wounds, fuse severed body parts back to the body without stitches, and knit broken bones as well as remove serious scarring.


Combat System

During FS3 combat, magical healing is performed through the use of an NPC healbot that will be added to the combat by the ST and controlled by the individual with "Healing" during the combat.

  • The ST will add the NPC and then set the Healing level appropriately where the value is the level of Healing magic and then place any healbots into their own team away from the PCs and NPC combatants.
    • combat/join RigelHeals=6/unarmed would add a healbot for Rigel into the combat specified by the combat number, in this case 6.
    • combat/npc RigelHeals=HealBot2 would set the healbot to match his level of Healing magic (if he had any), in this case level 2.
    • combat/team RigelHeals=4 would move the healbot to a separate team away from the PCs and combatants, in this case to team 4.
  • The PC would then control the healbot during combat.
    • combat/pass RigelHeals would tell the healbot to pass for a round. Whenever the PC is taking an action such as attacking, the healbot should pass.
    • combat/treat RigelHeals=Lennox would tell the healbot to treat any treatable wounds on Lennox for the round. Lennox must pass for this to work. Whenever the healbot is healing, the caster must pass.