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Field Surgery: Difference between revisions

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| Description || The character specialises in battlefield medicine, able to quickly stabilise and heal wounded allies in the field.
| Description || The character specialises in battlefield medicine, able to quickly stabilise and heal wounded allies in the field.


With a phys rep of suitable tools, the character can perform rapid field surgery and maintain multiple patients simultaneously.
With a phys rep of suitable tools, the character can perform rapid field surgery and maintain multiple patients simultaneously:
* '''Rapid Surgery''' — Use '''one [[Surgery_Procedures#Surgeon's_Bandages|bandage]]''' to heal '''one''' incapacitated location to '''one''' physical hit in '''15 seconds''' (rather than the usual 30 seconds), or use '''three bandages''' to heal '''all''' incapacitated locations to '''one''' physical hit in '''1 minute'''.


* '''Rapid Surgery''' — The character may use '''one''' [[Surgery_Procedures#Surgeon’s_Bandages|bandage]] to heal one incapacitated location to '''one''' physical hit in '''15 seconds''' (rather than the usual 30 seconds), or use '''three bandages''' to heal all incapacitated locations to '''one''' physical hit in '''1 minute'''.
* '''Extended Sanctuary''' — At a cost of '''one [[Surgery_Procedures#Surgeon's_Bandages|bandage]] per patient''', keep '''up to three''' mortally wounded characters alive simultaneously, per [[Field Surgery|field surgery]] rules. While using this ability, the character may shift their attention between patients without ending any sanctuary effects, but may not perform any other act aside from speaking.


* '''Extended Sanctuary''' — At a cost of '''one bandage [[Surgery_Procedures#Surgeon’s_Bandages|bandage]] per patient''', the character can keep '''up to three''' mortally wounded characters alive simultaneously, per [[Field Surgery|field surgery]] rules. They may alternatively, at a cost of '''one bandage''', keep '''one''' patient alive who is on their death count for reasons '''other than a mortal wound''' (e.g. because they have drunk Beggars Poison). While using this ability, the character may shift their attention between patients without ending any sanctuary effects, but may not perform any other act aside from speaking.
* '''Non-Mortal Sanctuary''' — At a cost of '''one [[Surgery_Procedures#Surgeon's_Bandages|bandage]]''', keep '''one''' patient alive who is on their death count for reasons '''other than a mortal wound''' (e.g. because they have drunk Beggars Poison).


'''Note:''' This skill replaces the former Improved Surgery and Improved Sanctuary skills. Characters who previously held either or both skills will have them replaced with Field Surgeon at no additional XP cost. Any XP difference will be credited.
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| Progression || None
| Progression || None

Latest revision as of 23:48, 31 March 2026

Name Field Surgeon
Cost 6 points
Prerequisites Surgeon
Key Words Archetype / Creator / At will
Description The character specialises in battlefield medicine, able to quickly stabilise and heal wounded allies in the field.

With a phys rep of suitable tools, the character can perform rapid field surgery and maintain multiple patients simultaneously:

  • Rapid Surgery — Use one bandage to heal one incapacitated location to one physical hit in 15 seconds (rather than the usual 30 seconds), or use three bandages to heal all incapacitated locations to one physical hit in 1 minute.
  • Extended Sanctuary — At a cost of one bandage per patient, keep up to three mortally wounded characters alive simultaneously, per field surgery rules. While using this ability, the character may shift their attention between patients without ending any sanctuary effects, but may not perform any other act aside from speaking.
  • Non-Mortal Sanctuary — At a cost of one bandage, keep one patient alive who is on their death count for reasons other than a mortal wound (e.g. because they have drunk Beggars Poison).
Progression None

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