First Aid

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 First Aid (30%) 

(see also First Aid (rules))

The user is able to provide emergency medical care. This might encompass: applying a stint to a broken leg, stemming bleeding, treating a burn, resuscitating a drowning victim, dressing and cleaning a wound, etc. First Aid cannot be used to treat diseases (where the Medicine skill is required).

To be effective, First Aid must be delivered within one hour, in which case it grants 1 hit point. It may be attempted once, with subsequent attempts constituting a pushed roll. Two people can work together to administer First Aid, with a success granted if either one of them rolls a success. Successful use of First Aid can rouse an unconscious person to consciousness. A character is limited to one successful treatment of First Aid and Medicine until further damage is taken.

When treating a dying character, successful First Aid stabilizes them for one hour and grants 1 temporary hit point. At the end of the hour, and each hour thereafter, the character must make a successful CON roll to remain stabilized, otherwise (with a failed CON roll) the character is dying and loses the temporary hit point, and must now make a CON roll per round thereafter to stave-off death. If the character survives until the following round, First Aid can be attempted again (by up to two individuals). This can be continued (without constituting a pushed roll) until stabilization or death.

First Aid (and only First Aid) can save the life of a dying character, after which they must receive a successful Medicine roll, or be hospitalized. Thus, First Aid is an important skill to have alongside Medicine, if you wish to be an effective medic.

Opposing skill/Difficulty level:


 * Administering First Aid to a fellow human is always of Regular difficulty level. If one were treating the alien being whose physiology was unfamiliar, the difficulty level would be higher.

Pushing examples: taking longer to treat the patient; employing high risk methods to stabilize the wound.

Sample Consequences of failing a Pushed roll: make things worse, causing an additional point of damage.


 * If an insane investigator fails a pushed roll, they feel compelled to "heal" the person, even if it means amputation or worse. In effect, their endeavors constitute physical attacks that may lead to murder if they are not stopped.