View Full Version : Stop Bleeding Herb?
mayapuppies
Dec 8th, '07, 09:41 AM
Hello all,
I was wondering if there is a way to build an herb that stops bleeding without making it a Transform?
SSgt Baloo
Dec 8th, '07, 10:01 AM
I'd use copious amounts of handwavium and just say that you can buy the stuff in an apothecary or from an herbalest (when it's available) or, with a survival skill roll, you might find it in the wild. There are probably many different herbs with similar effects. The correct herb might allow a first aid or physician roll to stop the bleeding entirely. Amateur use would move the bleeding down the time chart one or more steps, depending on a Con roll by the patient.
Then again, I had detailed rules about how to stop bleeding, and any fool could apply "direct pressure" or bandages (first aid) and slow bleeding by significant amounts. I seem to recall that I had a rule that allowed the bleeder to make a Con roll to stop bleeding any time anyone attempted to stop the bleeding.
BobGreenwade
Dec 8th, '07, 10:18 AM
Healing BODY 2d6, Only To Stop Bleeding (-1).
Edsel
Dec 8th, '07, 10:34 AM
According to page 418 of 5ER any character can stop bleeding with Paramedics. According to pages 43-44 of The Ultimate Skill Paramedics is an everyman skill in all genres. 5ER goes on to state that "Appropriate tools (bandages, pressure packs, antiseptics, etc.) can add up to +3 to this roll. I would think that in a Fantasy setting the proper herbs, bandages, etc. can grant up to a +3.
To me it would seem easiest to just build your herb with 2 point skill levels to Paramedics. A +5 to Paramedics would only be 10 points. A +10 would only be 20 points. With a +10 herb even a novice will now have an 18- roll to stop bleeding. Just remember that you can't apply limitations to 2-point skill levels.
mayapuppies
Dec 8th, '07, 11:32 AM
Gracias!! Everyone
CTaylor
Dec 8th, '07, 12:45 PM
Just 1 body healed should stop bleeding. A 1D6 Body heal would be sufficient, bought to always do the average (3 character points). Paramedics works but its needlessly costly and complex. No roll is required with the heal, and you can buy the cost down immensely by making it heal no actual body, just stop bleeding. I build herbs with GM fiat: they do what I say they do, and the construction is irrelevant.
AmadanNaBriona
Dec 8th, '07, 02:55 PM
As I recall the last time this came up the "official" ruling was that any Body Healing stops bleeding as well, so the 1d6 Healing solution works, it's just kinda... inelegant? Boring? Not quite sure, but Bleeding is one of those places where the toolkit could use a few new tools, IMO.
Fitz
Dec 8th, '07, 09:03 PM
I'd vote for the "Bonus to Paramedic Roll" version.
In the hands of an ignorant klutz, even the best medical tools are going to be of limited usefulness, and I'd assume that such a herb would require some basic knowledge to have any useful effect.
The only reason I'd go for the "1d6 Healing" method would be if it were actually some kind of magical uber-aspirin.
As a side note, I've actually been a little surprised at the number of characters in my game who've elected not to "waste" any points on improving the Paramedic skill over the Everyman level. Clearly I've let them get their hands on too much magical healing.
Haven Walkur
Dec 8th, '07, 09:51 PM
Real-world herbal bloodstopper: woundwort
AmadanNaBriona
Dec 8th, '07, 10:29 PM
Real-world herbal bloodstopper: woundwort
another Real-world Folk Medicine bloodstopper (really more of a bandage): steamed spiderwebs
Thia Halmades
Dec 9th, '07, 10:35 AM
You could also simply have it add back to the Paramedics roll, since IIRC a successful roll stops the bleeding. So it would be easy to just give it "skill levels" and have them apply.
runescience
Dec 9th, '07, 02:53 PM
I apologize for the answer ahead of time. First off, check out chris tailor's website for a herblist.
He has a nice set of herbs for just the occasion. I believe in not rebuilding the wheel. Since Equiptment in FH doesnt seem to cost character points, I thought I would take the same approach to Potions, herbs, and magic items alike.
Shift the cost of building a magic item or mechanical Item from real char point cost to money cost in the campaign. This gives money real usefulness in the game world. Well by gosh, TFT use to do it that way. A friend use to run a dnd 1st edition game and first level spells as potions use to cost 1000gp per level.
I forget where I read it, maybe somewhere in the 5th edition or perhaps Killer Shrike's (KS:hrike) site... actually I cant remember at all... come to think of it, What you do is you take the real cost of the item in points, and you multiply it buy hundred, or thousand, and thats your CP cost.
Consider it as a possibility.
One last thing. As mentioned above. Paramedics/healing skill does stop bleeding, its a skill roll.
Killer Shrike
Dec 11th, '07, 12:33 AM
I forget where I read it, maybe somewhere in the 5th edition or perhaps Killer Shrike's (KS:hrike) site... actually I cant remember at all... come to think of it, What you do is you take the real cost of the item in points, and you multiply it buy hundred, or thousand, and thats your CP cost.
Shrike Magic Items (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicItems.aspx#MAGIC%20ITEMS%20AS%20A%20COM MODITY)
runescience
Dec 11th, '07, 04:20 AM
thanks killa!
"V"
Dec 11th, '07, 06:27 AM
I couldn't help my first response to the thread title being "Yeah, Herb gets away with it far too often as it is."
CTaylor
Dec 11th, '07, 06:38 PM
I take the real cost and multiply it by 5 for the silver coin cost (copper is the base coin for my fantasy campaign).
BobGreenwade
Dec 11th, '07, 07:47 PM
I couldn't help my first response to the thread title being "Yeah, Herb gets away with it far too often as it is."I should've come up with that one.... :D
Enforcer84
Dec 11th, '07, 08:06 PM
Mine was: "Yeah! You tell him!"
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