Long Throw
+1d4 throw range for potions and explosives.
+1d4 throw range for potions and explosives.
A natural 1 when throwing an explosive no longer goes off in your hand.
Make a Hard React check to drink a healing potion as you take a blow that would be more than you can handle. If the hit is less than your Vitality before the hit plus the potion, you survive with whatever Vitality is left. Otherwise, you do not survive.
When using First Aid, you can make a Hard Medicine check to revive anyone that died within a few minutes or 3 rounds.
When you administer a potion, increase its dice value by 1 die. If the potion heals for 2d12, it will now heal for 3d12. Medicine trait score is still added to the final potion effect.
Poisons you apply to weapons gain your Medicine score.
You can mix 2 potions to create a potion that contains both potions' effects.
You are able to tell what a potion is more easily, gaining a +2 to Medicine when trying to identify potions.
Explosives you apply to weapons gain your Medicine score.
Acids you apply to weapons gain your Medicine score.