[FOCI]

Shuts Death's Door

First Responders

You have one goal: to keep those in your care alive at all costs. Using knowledge, skills, training, and medical equipment, you are able to act quickly in an emergency to heal the wounded and save lives.

Tier 1

Quick Heal (1 Intellect point) Action

You restore 1d6 points to the Might Pool or health of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours.

Tier 2

You're Okay (3 Intellect points) Action

You move an impaired or debilitated character one step up on the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, you can use this ability to help a character overcome special damage, such as splinting a broken leg, administering oxygen for smoke inhalation, or dealing with poison. You must have access to the necessary equipment (or the time and items needed to create makeshift equipment) to heal special damage.

Tier 3

Ability Choice: Choose either Soothe Mind and Body or Triage as your tier 3 ability.

Soothe Mind and Body Enabler

The body and the mind are connected. All healing tasks you attempt are eased by two steps.

Triage (3 Intellect points) Action

You are able to expertly discern who is most in need of medical assistance and quickly provide it. In a single action, you can heal up to three injured creatures who are close to you. The most injured character regains 1d6 +2 points to their Might Pool, the second-most injured regains 1d6 +1, and the third-most injured regains 1d6. These rolls do not count against the creature's daily recovery rolls, but a single creature can benefit from this ability only once each day.

Triage also works on creatures and NPCs by restoring points to their health.