Healing Skill
When characters get hurt it is up to individuals with the Healing Skill to put them back together. Healing is used to treat simple injuries or illnesses, from cleaning and dressing a wound, to knowing what to do with a warm a chill or calm fever. Given the medical technology of Allornus, complex surgery to deal with truly extreme and dangerous procedures such as amputation or organ repair demands a high level of skill, but even the most novice healer can deal with day to day injuries like staunching wounds or setting bones, and those with some small knowledge of basic wound treatment are valuable in medieval societies, where simple infection or minor contagion can otherwise spell a slow, painful death

Key Statistic: Knowledge
Tech Level: 1

Unskilled


Clean and Bind

any actions that can be attempted without the skill
Advantage:

Beginner (1-2)


Staunch Wounds

the primary action the skill is required for
Advantage:

Set Bones

the primary action the skill is required for
Advantage:

Treat External Injury

the primary action the skill is required for
Advantage:

Treat Poisoning

the primary action the skill is required for
Advantage:

Professional (3-5)


Treat Simple Disease or Infection

an additional, more complex action now available
Advantage:

Treat Madness

an additional, more complex action now available
Advantage:

Cure Poisoning

an additional, more complex action now available
Advantage:

Expert (6-7)


Treat Internal Injury

an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:

Treat Complex Disease

an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:

Cure Simple Disease

an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:

Master (8-9)


Cure Complex Disease

see above, but even more complex, and usually more niche
Advantage:

Cure Madness

see above, but even more complex, and usually more niche
Advantage:

Perfect (10)


Healing Hands

an impossible, mythic, "magical" power acquired by perfecting the skill
Advantage:

Specialities


A list of common specialities with links to their rules

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