Template:Treat Wounds: Difference between revisions

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===Treat Wounds (Medicine)===
===Treat Wounds (Medicine)===
Without powerful magical drugs, mortal physicians can do relatively little to speed the healing of wounds besides convincing overenthusiastic heroes to take their injuries seriously and rest. However, healers can help prevent or treat complications associated with injuries, including [[bleeding]], [[infection]] and [[disabling wounds]]. The rules for helping with each condition may be found in the respective write-up for those states. Actual internal surgery (such as to remove tumors or growing parasites) is beyond the skill and resources of all but the most skilled physicians. The difficulty of such feats is at least 5 and climbs rapidly with increasing procedural complexity. Moreover, such surgery takes at least three hours per point of difficulty to perform and inflicts a number of unsoakable dice of [[lethal damage]] on the patient equal to the procedure's difficulty. Only the Exalted can reliably perform such wondrous feats of medicine. Crippling injuries, meaning those inflicted by a Charm with the [[Crippling]] descriptor, must first be diagnosed to be treated. If not stated in the Charm, the difficulty to diagnose is the Essence of the character who used the Charm. The difficulty to treat it is the ([[Essence]] + governing Ability of the Charm that caused it).
Without powerful magical drugs, mortal physicians can do relatively little to speed the healing of wounds besides convincing overenthusiastic heroes to take their injuries seriously and rest. However, healers can help prevent or treat complications associated with injuries, including [[bleeding]], [[infection]] and [[disabling wounds]]. The rules for helping with each condition may be found in the respective write-up for those states.
 
Actual internal surgery (such as to remove tumors or growing parasites) is beyond the skill and resources of all but the most skilled physicians. The difficulty of such feats is at least 5 and climbs rapidly with increasing procedural complexity. Moreover, such surgery takes at least three hours per point of difficulty to perform and inflicts a number of unsoakable dice of [[lethal damage]] on the patient equal to the procedure's difficulty. Only the Exalted can reliably perform such wondrous feats of medicine.
 
Crippling injuries, meaning those inflicted by a Charm with the [[Crippling]] descriptor, must first be diagnosed to be treated. If not stated in the Charm, the difficulty to diagnose is the Essence of the character who used the Charm. The difficulty to treat it is the ([[Essence]] + governing Ability of the Charm that caused it).

Latest revision as of 18:43, 9 January 2020

Treat Wounds (Medicine)

Without powerful magical drugs, mortal physicians can do relatively little to speed the healing of wounds besides convincing overenthusiastic heroes to take their injuries seriously and rest. However, healers can help prevent or treat complications associated with injuries, including bleeding, infection and disabling wounds. The rules for helping with each condition may be found in the respective write-up for those states.

Actual internal surgery (such as to remove tumors or growing parasites) is beyond the skill and resources of all but the most skilled physicians. The difficulty of such feats is at least 5 and climbs rapidly with increasing procedural complexity. Moreover, such surgery takes at least three hours per point of difficulty to perform and inflicts a number of unsoakable dice of lethal damage on the patient equal to the procedure's difficulty. Only the Exalted can reliably perform such wondrous feats of medicine.

Crippling injuries, meaning those inflicted by a Charm with the Crippling descriptor, must first be diagnosed to be treated. If not stated in the Charm, the difficulty to diagnose is the Essence of the character who used the Charm. The difficulty to treat it is the (Essence + governing Ability of the Charm that caused it).