Stabilize a wounded or dying target immediately after injury, preventing further harm and potentially reviving the recently fallen.
Roll d100 versus DR 100
On success, the target is stabilized and receives (1 time only): 1d4 HP per 10 success rate - e.g., SR 100 = 1d4, SR 110 = 2d4, SR 120 = 3d4, etc..
If target is below 0 HP, use 1d8 instead of 1d4 per 10 SR
If the target takes continous damage from bleeding or damage over time from spells, then the continued appliance of First Aid can heal that damage.
+10 to DR per round since the injury happened
Patch up a bleeding ally during cover fire: Base DR = 100 - Roll = 120 (SR 190) → 3d4 HP restored
An ally takes a hit and falls down with -12 health next to you. You quickly administer First Aid and roll 130 providing the ally with 3d8 health. Might be enough for them to regain consciousness.
First Aid is the frontline emergency medical skill. It’s used to immediately stabilize a wounded ally, particularly when magical healing is unavailable or when critical decisions must be made within seconds. The skill is reactive and must be deployed quickly—ideally within the round the injury occurs.
Unlike General Medicine, which is more comprehensive and ongoing, or Surgery, which addresses deep trauma, First Aid excels in triage: stopping death, buying time, and minimizing loss. It's the skill you reach for when an ally is bleeding out, a teammate falls from an explosion, or a comrade is poisoned and on the brink.
In skilled hands, First Aid can delay death long enough for more powerful spells or treatments to be applied.
Sequence with skills, spells and modules that enhance 1 skill check or similar.
No direct counters.