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Healing

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Healing allows a player to recover from Wounds he may have received from Combat or otherwise. It requires rest and proper care.


Contents

Pre-Healing

Before a wound can heal, the first thing that must be done is to stop the Blood Loss of all wounds.


In addition, if the any wound is at L3, someone with the First Aid skill must be attending to the injured party at least once per day. If any wound is at L4 or greater, someone with the Surgery skill must be attending to the injured party at least once per day. If someone is not available to attend to the injured party, the injured party must check to see if he can attend to his own wounds. Below are the rules for checking to see if a character can attend to his own wounds.


  • Highest Wound = Level 3: Roll Will Power / TN First Aid
  • Highest Wound >= Level 4: Roll ⅓ Will Power / TN Surgery
    • Success: The character may attend to his own wounds for the duration of the healing
    • Failure: The character is unable to attend to his own wounds for now but may try again next week
    • Botch: The character is unable to attend to his own wounds for the duration of the healing


Healing Wounds

Once the injured party has stopped bleeding and has someone attending to his wounds, healing rolls can be made on each wound.


When Healing Rolls Can be Made

For level 1 wounds, a healing roll can be made at the end of each day, assuming the injured party received a full night's rest and did not undertake any activities more than walking, talking, and eating. In the case that the injured party did not get a full nights rest or undertook more strenuous activities, the healing roll can not be made that evening. A healing roll can be made at the end of 1 week if he was unable to make a healing roll for any days that week.


For Level 2 or greater wounds, a single healing roll can only be made at the end of each week, assuming the injured party received a full night's rest each night and did not undertake any activities more than walking, talking, and eating. In the case that the injured party did not get the needed rest or undertook more strenuous activities, the healing roll can not be made at the end of the week. A healing roll can be made at the end of 1 month if he was unable to make a healing roll for any weeks that month.


Healing Rolls

Each wound must be rolled on separately. Once a wound is reduced to 0 pain, it is gone.


  • Roll Health / TN (4 + Wound Level)
    • Success: Reduce the Pain of the wound (permanently) by 1 per success
    • Failure: Increase the Pain of the wound (permanently) by 1
    • Botch: Doubles the Pain of the wound (permanently)


Healing Roll Modifiers

There are several factors that can impact a characters healing. Below is a chart of possible modifiers to the healing roll.


Condition Modifier
Piercing Wound -1
Slashing Wound +0
Bludgeoning Wound +1
Very Fine Medical Facility +2
Medical Facility +1
Clean Location +0
Dirty Location -1 to -3
Medical Care See Below


Medical Care

The character attending to an injured party may provide medical care in an attempt to help the injured party heal faster. Only one character may attempt to provide medical care for a given injury per healing roll. Providing medical care requires the following check, and a separate check must be made for each wound:


  • Wound <= Level 3: Roll Perception / TN First Aid
  • Wound >= Level 4: Roll Perception / TN Surgery
    • Success: +1 die per success is added to the patient's healing roll
    • Failure: No effect
    • Botch: -2 dice on the patients healing roll