label.single — Edit
Name
Action
Instant
Extended
Reflexive
<p><strong>Dice Pool:</strong> Dexterity or Intelligence + Medicine + equipment<br /> <strong>Action:</strong> Extended (one success is required per Health point of damage suffered; each roll represents one minute of work (first aid) or one hour of work (long-term hospital treatment))</p> <p>Application of the healing arts can help restore a patient’s lost Health points. Treatment can occur in the field through first aid or in a doctor’s clinic or ER. While medical treatment can stabilize a patient or alleviate his pain, it isn’t usually capable of miraculous cures or recoveries. That requires time and rest on the patient’s part, and prolonged care.</p> <p><strong>Dexterity + Medicine may be rolled in the field or ER</strong>, while <strong>Intelligence + Medicine may be rolled in a lab or operating room, where science and technology does much of the work of healing injuries</strong>. Typically, Dexterity + Medicine is rolled when a patient is dying while being cared for. Intelligence + Medicine is rolled once a patient has been stabilized and can undergo long-term care.</p> <p>Achieving sufficient successes (equal to the total, overall Health points lost by the patient) restores one Health point lost to bashing damage, in addition to any healing that the character already does under his own power. A patient may regain no more than one “extra” Health point by this means per day. Alternatively, a patient who’s bleeding to death or in a coma is stabilized if one success is achieved on the roll. (The loss of Health points to aggravated damage each minute is stopped; see “Incapacitation,” p. 173.)</p> <p>Round-the-clock, intensive care diminishes a patient’s injuries, downgrading the nature of wounds by one degree. Thus, a lethal wound can be downgraded to bashing, and an aggravated wound can be downgraded to lethal. Such treatment can occur only in a hospital or other intensive-care facility. An extended Intelligence + Medicine roll is made. The number of successes required is five for a lethal wound and 10 for an aggravated one. Each roll requires an hour.</p> <p>This kind of treatment always focuses on the worst of the patient’s injuries first. Thus, an aggravated wound is downgraded to lethal before a lethal wound is downgraded to bashing. No more than one wound can be downgraded per day of treatment.</p> <p>Note that this treatment does not eliminate wounds. It simply minimizes them. A patient must heal downgraded injuries completely by himself or receive other treatment to eliminate them.</p> <p><strong>Example:</strong> <em>Someone has beaten the crap out of Emir. He has lost all of his 7 Health points to lethal damage and is now bleeding to death (acquiring an aggravated wound per minute). Landers discovers Emir and performs first aid. Landers’ Dexterity is 2 and Medicine is 2. He must accumulate seven successes to stop the flow of blood and save Emir’s life. Three rolls (and minutes) pass before Landers accumulates the required successes, at which point Emir stops incurring aggravated injuries. That leaves him with three aggravated and four lethal wounds. (Until Landers accumulates the number of successes required to stop the bleeding, Emir continues to gain one aggravated wound per minute as he keeps bleeding — see “Incapacitation,” p. 173. If Landers’ rolls were repeatedly unsuccessful, Emir could have died while being treated.)</em></p> <p><em>Later, in the hospital, the attending physician puts Emir in intensive care to alleviate the worst of his injuries. The doctor has 4 Intelligence and 4 Medicine, and gains four bonus dice for tools and facilities. In three hours, 10 successes are rolled for him and he reduces one of Emir’s aggravated wounds to lethal damage. At least two more days of such successful treatment must pass before Emir’s remaining two aggravated wounds are reduced to lethal, one per day. After that, Emir is allowed to recover on his own with rest. It takes two days before he heals one of his lethal injuries and his right-most Health box is emptied (see “Healing,” p. 175). Before any more time is lost, however, a staggering Emir escapes from the hospital to avoid explanations, to hole up and to plot his revenge.</em></p>
contested.label
contested.text
important
type.label
type.vampire
Attribute
mental
Intelligence
Wits
Resolve
physical
Strength
Dexterity
Stamina
social
Presence
Manipulation
Composure
Skills
mental
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science
physical
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry
social
Animal Ken
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Source
Book
The World of Darkness
Antagonists
Armory
Armory Reloaded
Asylum
Book of Spirits
Changing Breeds
Chicago
Dark Eras
Dark Eras: The Wolf and the Raven
Dark Eras: Three Kingdoms of Darkness
Dogs of War
Dudes of Legend: How To Be Fucking Awesome
Ghost Stories
Glimpses of the Unknown
Immortals
Inferno
Innocents
Midnight Roads
Mirrors
Mirrors: Bleeding Edge
Mirrors: Infinite Macabre
Mysterious Places
Proverbial Monsters
Reliquary
Second Sight
Shadows of Iceland
Shadows of Mexico
Shadows of the UK
Skinchangers
Tales from the 13th Precinct
Urban Legends
Mage: The Awakening
Adamantine Arrow
Astral Realms
Banishers
Boston Unveiled
Dark Eras: To the Strongest
Free Council
Gloria Mundi
Grimoire of Grimoires
Guardians of the Veil
Imperial Mysteries
Intruders: Encounters with the Abyss
Keys to the Supernal Tarot
Left-Hand Path
Legacies: the Ancient
Legacies: the Sublime
Mage Chronicler's Guide
Mage Noir
Mage Translation Guide
Magical Traditions
Mysterium
Night Horrors: Nameless and Accursed
Night Horrors: The Unbidden
Reign of the Exarchs
Sanctum & Sigil
Secrets of the Ruined Temple
Seers of the Throne
Signs of Sorcery
Silver Ladder
Summoners
Tome of the Mysteries
Tome of the Pentacle
Tome of the Watchtowers
Vampire: The Requiem
Ancient Bloodlines
Ancient Mysteries
Belial's Brood
Blood Sorcery: Sacraments and Blasphemies
Bloodlines: the Chosen
Bloodlines: the Hidden
Bloodlines: the Legendary
Carthians
Circle of the Crone
City of the Damned: New Orleans
Coteries
Daeva: Kiss of the Succubus
Damnation City
Gangrel: Savage and Macabre
Ghouls
Invictus
Invite Only
Lancea Sanctum
Mekhet: Shadows in the Dark
Mythologies
New Wave Requiem
Night Horrors: Immortal Sinners
Night Horrors: Wicked Dead
Nomads
Nosferatu: The Beast That Haunts the Blood
Ordo Dracul
Requiem Chroniclers Guide
Requiem for Rome
Requiem for Rome: Fall of the Camarilla
Rites of the Dragon
Strange, Dead Love
The Blood
The Danse Macabre
Vampire Translation Guide
Ventrue: Lords Over the Damned
VII
Page
Homebrew
NOLA by Night — VtR
London Mysteries — MtA
Bufffalo's Dung — VtR
Teeth & Claws — WtF
Edit
Delete Healing Wounds
Confirm
Back