The Healing skill is used to remove Wounds. Each attempt requires 10 minutes per Wound level of the patient. Subtract 1 from Healing rolls without a basic healer's kit or similar supplies.
A success removes one Wound, and a raise removes two. Failure means no Wounds are
removed. A Critical Failure increases the victim’s Wound level by one.
The Golden Hour: A character may only attempt to heal Wounds on a patient once within the hour they were sustained. Failing the roll means the healer isn’t able to treat those particular injuries. A different character may attempt a Healing roll on the same patient, however.
Once the Wounds are over an hour old, only natural healing or the healing power (using Greater Healing) can heal Wounds.
Bleeding Out: The Healing skill can also be used to stabilize someone who’s Bleeding Out. Each attempt is an action, and if successful the victim is stabilized.
Incapacitation: Healing at least one Wound on an Incapacitated patient removes that state (and restores consciousness if he was knocked out).
Wounded characters make a Vigor roll every five days. Success recovers one Wound, and a raise recovers two.
A Critical Failure increases the victim’s Wound level by one — either from infection, blood loss,
or aggravating the injuries. If this causes Incapacitation, don’t use the usual rules for taking damage. Instead, the victim lapses in and out of consciousness and makes a Vigor roll every 12 hours. If the roll is failed, he expires. Success means he must roll again 12 hours later. With a raise he stabilizes and wakes. Allies may also attempt to stabilize the hero as explained under Bleeding Out, above.
Support: Don’t forget to use Support when your party has been beaten up a bit. Characters with Healing, Survival, or other skills can make Support rolls to help allies make their Vigor rolls to heal!
If it’s important to know what happens to Extras who were Incapacitated during a fight, make a Vigor roll for each. Those who succeed survive and must be cared for, taken prisoner, or released. This can present interesting challenges for your heroes in the aftermath of savage combat!
Patients who survive their initial trauma have about an hour to survive most life-threatening injuries. If they receive medical attention during that time, they can generally be saved. The longer the wait, however, the more likely the wounds are to be fatal.
In Savage Pathfinder, we extend this concept to healing in general. Besides reflecting the real-world concept, it also provides good game balance and drama as the party has to decide whether to press on despite their injuries.