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==Follower's Fate== '''Follower Recovery''' '''First Aid''' If a unit is Disengaged it may remain so to perform first aid on the field with a Healer skill of 10. If any member of the unit has a better first aid score they may attempt it once on another knight in the unit provided they themselves are not Wounded. Alternately the unit may Remove from Battle to the reserves and find better healers. Their skill is 10+1d6. Notable healers in the unit may use their own skill twice when off the field. Yes, notable healers may attempt a passion roll. Also yes, if you were brave enough to bring your own physician (or even your wife!) then they may make the healing rolls if you remove from battle. Mark off that the knight has received first aid for his wounds. ''For Injured or Wounded knights:'' If first aid is successful reduce injury by one level. If it is a failure there is no effect. On a crit the injury is reduced by 1 level and the knight is not considered to have received first aid. Another attempt can be made immediately if the knight is still hurt. A fumble of course makes things worse. Increase the injury level of the knight by 1. ''For mortally wounded knights'' Mortally wounded knights must be treated immediately. If their unit cannot or will not disengage then a squire roll must be made. Failure means the knight dies before he can be evacuated. Critical success means an excellent healer is found. Treat all 1d6 results for skill as 6s. Normal success means a typical healer is found. The healer then rolls their First Aid skill. A successful roll means the knight survives the battle. A failure means the knight dies of his wounds. Critical success means the knight's condition improves to Wounded though he remains unconscious. '''After the Battle''' Each knight who took damage makes a CON roll. If he is only injured he gets +5. If he is mortally wounded he gets -5 A Crit means the knight's wounds heal miraculously fast: a day for injured a week for wounded and a month for mortally wounded. Success on this roll means the knight will recover assuming he is allowed to rest and has an adequate healer to care for him. Injured knights who succeed are fully healed in a week and may perform normal duties immediately. Wounded ones need a month of light duty and mortally wounded ones need a season to become wounded during which they may perform no useful tasks. It is possible that injuries will mean a vassal knight cannot fulfill his obligations to his own lord and will have to hire mercenaries or perform service himself if asked. A generous lord may discharge this duty or have his marshal modify the schedule so that healthy knights can cover for unhealthy ones, but it is not cruel or unexpected for a lord to not do so. Failure on the CON roll means the knight needs a skilled healer. The healer rolls Chirurgery with the same modifiers as the CON roll. Success heals the knight to the next category in the times given above (week/month/season). Failure means the knight does not recover in that period. If mortally wounded make a CON roll. If the knight fails, he dies. Otherwise roll again after a week/month/season as applicable. A Fumble means the knight gets worse by 1 level. If already mortally wounded he dies. A crit works as above for the CON roll. If a knight is going to die due to a failed roll it is always known in advance. How far varies but it is always a few days and often a week or more. At that point only magic can save them if they have or can gain access to it and are willing to pay the price. Ordinary Knights have CON 14 Notable Knights have CON 15
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