First Aid Kit

A first aid kit is a compact collection of dressings, tools and supplies intended for treating injuries in the field. In the legacy rules represented here, it supports characters using the Heal skill and has a limited number of uses.

Legacy Rules

The kit provides a +2 circumstance bonus on Heal checks. It is exhausted after ten uses.

Feature Rule
Benefit +2 circumstance bonus on Heal checks.
Capacity 10 uses.
After the final use The kit is exhausted and must be replaced or replenished as the campaign rules allow.

What a Use Represents

A use can represent bandages, salves, splints, needles, thread or other expendable medical supplies appropriate to the setting. The exact contents do not need to be itemised unless the campaign makes scarcity and logistics important.

Adventuring Use

First aid equipment matters most when the party is far from a healer, settlement or other reliable source of treatment. Keeping track of remaining uses creates a simple resource decision: spend supplies now, or save them for a worse injury later.

Edition Note

The +2 circumstance bonus and ten-use limit belong to the legacy rules on this page. Other editions use different medical equipment and healing mechanics, so use the relevant edition’s equipment entry rather than importing this bonus unchanged.

For the Games Master

A depleted kit can create practical adventure pressure without requiring a new monster or trap. A damaged expedition may need to find a settlement, trade with travellers, search an abandoned camp or decide whether to continue deeper with inadequate supplies.

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