The below skills are all categorised as ‘chirurgical skills’ – those which allow a character to heal the wounds and traumas of their fellows as they journey out into the world.

The skill Student of Medicine is required to purchase any other skills in this section.

The amount of times each skill can be purchased will vary based on your archetype. Refer to your OCS and ensure that you do not have more purchases than the ‘Max Buy’ column!

Tier 1+ Skills

Student of Medicine

EDV: 1
Availability: Tier 1+

Allows a Character to interact with any Physical or Mystical Injuries and Traumas that appear on a Wound Card. They should roleplay Injuries for the indicated amount of time and use appropriate tools for the Wound before healing it and returning it to the injured players deck. Each buy past the first reduces the timing on any Injury by 30 seconds to a minimum of 1 minute AND adds one suit to any Trauma Check.

Consultancy Training

EDV: 2
Availability: Tier 1+

Allows you to interact with Medical Feat Sheets. Each buy past the first allows you to permanently add one suit  to any check of this type that you make.

Nursing

EDV: 2
Availability: Tier 1+

After a minute or so role playing with someone in their death count the character can revive them to one HIT. The character’s death count is paused whilst this skill is being used.


Tier 2+ Skills

Diviner and Auraist

EDV: 3
Availability: Tier 2+

Prerequisites: Must not have purchased Toxicologist and Immunologist. Consultancy Training 3+

Character gains the System Paperwork for dealing with Mystical Conditions on Wound Cards as a roleplaying and guidance Supplement. This allows them to attempt to remedy those conditions through Lore, Observation and other skills.

Doctor of Chirugery

EDV: 2
Availability: Tier 2+

Each buy past the first reduces the timing on any Injury by 30 seconds to a minimum of 1 minute.

Doctor of Medicine

EDV: 2
Availability: Tier 2+

Each buy adds one further suit to any Trauma Check.

Forensics

EDV: 1
Availability: Tier 2+

Forensics gives an insight into how death occurred, how long a body has been  left and who may have killed them. For example a blade entering under the  ribs from a difficult angle may indicate a Kuldisar or shorter Human. This allows them to add +1 suit to any Medical Feat Sheets that are labelled FORENSICS, per buy.

Toxicologist and Immunologist

EDV: 3
Availability: Tier 2+

Prerequisites: Must not be a Diviner and Auraist. Consultancy Training 3+

Character gains the System Paperwork for dealing with Physical Conditions on Wound Cards as a roleplaying and guidance Supplement. This allows them to attempt to remedy those conditions through Lore, Observation and other skills.

Veterinarian

EDV: 1
Availability: Tier 2+

Prerequisites: Must have spent at least 20 endeavour on Chirurgical skills.

Character is now capable of healing injuries to animals. Appropriate roleplaying and timings apply.


Tier 3+ Skills

Medical Specialty

EDV: 4
Availability: Tier 3+

Prerequisites: Must have spent at least 30 endeavour on chirurgical skills.

When purchased this skill grants ONE of the following abilities: Adds one further suit to any Trauma Check OR Halves the printed time of any Injury.

This skill may only be gained once.


Tier 4+Skills

Applied Noblemancy

EDV: 5
Availability: Tier 4+

Prerequisites: Doctor of Medicine and Doctor of Chirurgery 4, must have spent at least 40 endeavour on Chirurgical skills.

Through intensive roleplaying character may sew someone back together (Full Hits and arms and legs back on) after 5 minutes of roleplaying

Triage

EDV: 4
Availability: Tier 4+

When purchased this skill grants ONE of the following abilities: Ignore one step of the Health Track to a minimum of Diamonds OR Reduce the healing time of 1 Injury type (i.e. Break) to ten seconds.


Tier 5 Skills

Resuscitation

EDV: 5
Availability: Tier 5


With the use of the right potions and equipment you may attempt to bring someone back from a recent death. This is a Doctor of Chirurgery Check at the characters Health Rating on Death.