Healing Items
Healing items are the unsung heroes in a Hunter's arsenal, the precious resources that can snatch a comrade back from the brink of oblivion or provide a moment's respite in the heat of battle.
How Healing Items Work
Each healing item is associated with a specific die type, such as a d4, d6, d8, or d10. When a healing item is used, the recipient rolls a number of these dice equal to their Core Modifier (CM), and regains hit points equal to the total rolled.
For example, if a Hunter with a CM of +2 uses a Bandage (which has a d4 die type), they would roll 2d4 and recover hit points equal to the result.
However, the effectiveness of healing items is not guaranteed. Each item has a Difficulty Threshold (DT) that must be met or exceeded on an Intellect check by the character administering the treatment. If the check fails, the healing effect is halved.
This mechanic represents the idea that even with the right tools, effective treatment requires knowledge, skill, and a bit of luck.
I remember the first time I had to do first aid in the field. My hands were shaking, covered in my own blood and the ichor of the Horror we'd just fought. I was so afraid I was just going to make things worse but when I saw the color come back into my friend's face... I knew things were going to be okay.
The Limitations of Healing
While potent, healing items are not without their limits. A character can only benefit from a healing item once per hour, and a maximum of three times before requiring a full rest. This restriction represents the body's natural limits and the need for true rest and recovery.
Moreover, healing items cannot be used on a character who is already at full hit points, and they cannot raise a character's hit points above their maximum.
It's also important to note that while healing items can mend physical wounds, they do not necessarily cure other ailments or conditions. Poisons, curses, and diseases may require more specific treatments.
Categories of Healing Items
Healing items in Obscured fall into four broad categories:
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Simple: The most basic of healing items are used to dress wounds and stem bleeding. They have a d4 die type and a low DT of 10, making them reliable but not particularly potent.
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Adept: These items numb pain and promote natural healing, providing a more substantial healing effect than simple items. They use a d6 die type and have a moderate DT of 12.
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Professional: A Comprehensive collections of medical supplies, these items are versatile and effective healing tools. They have a d8 die type and a high DT of 15, reflecting the skill needed to use them effectively.
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Occult: The most potent healing items, occult healing items contain advanced healing compounds or even supernatural elixirs. They use a d10 die type but have the highest DT of at least 18, representing their complexity and potential for misuse.
The scene: A dungeon, dark and dank. The Hunters, battered and bloodied, have just dispatched a horde of undead horrors. Amy rushes to David's side. He's lying prone, a wicked gash across his chest.
Amy: "Hold still, David. This is going to sting." (She pulls out a first aid kit and begins to treat the wound. The Overseer asks for an Intellect check, setting the DT at 15. Amy rolls a 17 - a success! David then rolls 2d8, thanks to his CM of +2, getting a 6 and an 8 for a total of 14 hit points restored.)
David: (Wincing as he sits up) "Thanks, Amy. I owe you one. Again."
John: "Hate to break up the moment, but we've got more company!" (He points down the corridor, where the shadows are once again stirring with malevolent intent.)
David: (Standing, his hand resting on his treated wound) "Well then, let's show them what happens when they mess with us!"
List of Healing Items
Name | Tier | Dice | Price | DT | Notes |
---|---|---|---|---|---|
Bandages | Simple | d4 | $10 | 10 | Basic dressings for minor cuts and scrapes. |
Gauze Pads | Simple | d4 | $15 | 10 | Sterile pads for applying pressure to wounds. |
Splint Kit | Simple | d4 | $20 | 10 | For immobilizing broken bones. |
Aspirin | Adept | d6 | $20 | 12 | Pain relief and anti-inflammatory. |
Smelling Salts | Adept | d6 | $25 | 12 | Wakes up unconscious characters. |
Antiseptic Spray | Adept | d6 | $30 | 12 | Disinfects wounds and prevents infection. |
Holy Water Vial | Adept | d6 | $40 | 12 | Heals wounds inflicted by unholy creatures. Can also harm certain Horrors. |
Suture Kit | Professional | d8 | $60 | 15 | For stitching up deep cuts. |
Healer's Balm | Professional | d8 | $75 | 15 | A soothing balm that reduces scarring and promotes skin regeneration. |
Morphine Syringe | Professional | d8 | $80 | 15 | Powerful pain relief, but can cause drowsiness. |
Blood Clotter | Professional | d8 | $90 | 15 | A compound that rapidly clots bleeding wounds. |
Field Trauma Kit | Professional | d8 | $100 | 15 | Comprehensive kit for treating serious injuries. |
Antivenom Kit | Professional | d8 | $100 | 15 | Neutralizes a wide range of venoms and toxins. |
Radiation Detox Shot | Professional | d8 | $150 | 15 | Reduces radiation levels and heals radiation sickness. |
Alien Combat Shot | Occult | d10 | $1,200 | 18 | Temporary boost to vitality, ignores all Fatigue for 1d6 minutes. |
Elixir of Rapid Healing | Occult | d10 | $1,500 | 18 | Rapidly accelerates natural healing process. |
Psychic Stabilizer | Occult | d10 | $2,000 | 18 | Restores sanity and temporarily blocks psychic intrusions. |
Potion of Regeneration | Occult | d10 | $2,000 | 18 | Regenerates lost limbs and organs over 1d6 hours. |
Soul Anchor | Occult | d12 | $5,000 | 20 | Prevents curruption damage for 1d8 minutes. |
Panacea | Occult | d12 | $5,000 | 20 | Cures all diseases, neutralizes all poisons, and heals wounds. |
Scroll of Life | Occult | d20 | $10,000 | 25 | Brings a recently deceased (1d20 minutes) character back to life with 1 HP. |
Phoenix Down | Occult | d12 | $75,000 | 22 | Revives a character from unconsciousness with half their max HP. |