Medicine and healing

/Medicine and healing
Medicine and healing2018-10-22T10:14:42+00:00

Healing

Basic Rules

Healing injuries does not require the use of consumables. However, it does require props, staying
in character, and appropriate and fitting roleplay.
For example, you should not heal an injured character by saying “I use my healing ability”.
Instead, you should roleplay actually healing the other person. Examples for roleplay fitting the
healing process are: bandaging wounds (tying real bandages around the “injury”), using different
ointments, leeches (fake ones), praying or calling on various gods, or using magic to heal
wounds. The way you express the healing ability does not matter as long as the healing process
takes (at the very least) the required amount of time in the ability description. Healing is an
ability that is solely based on fluff and trust in other players; we ask that you do not abuse the
trust of other players and that use this ability fairly.
Please note that an injured person is not fit to return to action immediately after you healed them;
rather, they have a recovery time of at least 5 minutes, during which they have to continue
playing the injury and cannot fight.

 

Props and Costume Requirements
In order to play a healer you have to have appropriate props, which may include but aren’t
limited to: bandages, different ointments, fake blood (applied where the supposed wound had
been inflicted, while taking care not to damage any props or costumes), leeches (for healing
illnesses, and draining bad blood), etc. A character that will not bring fitting props and costume
will not be able to use the healing ability.

 

The Infirmary
The epicenter of your healing ability is the infirmary. A healer without an infirmary cannot enjoy
the full potential of their abilities. Therefore, we recommend you share access to an infirmary
with other healers, or even build one of your own.

 

Healing Abilities

  • Medical Training (Cost: 2 Points): Basic medical practices. This ability is required in
    order to obtain more advanced healing abilities.
  • First Aid (Cost: 2 Points): Prerequisites: Medical Training.
    Ability to stabilize characters that are have been badly injured or are unconscious
    (characters that reached 0 HP). Roleplay of the stabilization process is required, as
    described in the rules above. This healing process must be roleplayed for at least 5
    minutes.
  • Healing Wounds (Cost: 4 points): Prerequisites: Medical Training.
    Ability to heal an injured person and return all of their hit points as long as they are in
    an infirmary. This healing process must be roleplayed for at least 5 minutes.
  • Combat Casualty Care (Cost: 4 points): Prerequisites: Medical Training.
    Ability to treat injuries on the field. This healing process must be roleplayed for at least 5
    minutes. The injured character must rest an additional five minutes before returning to
    battle. Prerequisites: Medical Training.
  • Treating Physical Disabilities (Cost: 2 points): Prerequisites: Medical Training.
    Ability to treat physical disabilities that have been inflicted upon another character, either
    by dying or by use of specific abilities. This healing process must be roleplayed for at
    least 10 minutes. You can only use this ability in an infirmary. There will be disabilities
    and illnesses that will be harder to treat – a player with such an illness/disability will have
    a note describing symptoms, thereby jumpstarting a quest to find a cure for this type of
    illness/disability.
  • Treating Mental Disabilities (Cost: 2 points): Prerequisites: Medical Training.
    Ability to treat mental disabilities that have been inflicted upon another character, either
    by dying or by use of specific abilities. This healing process must be roleplayed for at
    least 10 minutes. You can only use this ability in a place that the characters are safe and
    secure, but it is not exclusive to the infirmary. There will be disabilities and illnesses that
    will be harder to treat – a player with such an illness/disability will have a note describing
    symptoms, thereby jumpstarting a quest to find a cure for this type of illness/disability.