Treatment = Skill Level + Perceptive Trait
10 CP
  Basic Examination,   Basic Aid
5 CP
  Lesser Thanatology
10 CP
  Improved Examination,  Improved Aid
15 CP
  Greater Thanatology
20 CP
  Advanced Examination,  Advanced Aid
25 CP
  Coax Life
25/5 CP
  Esoteric Healing --or-- Ars Thanatos
25/10 CP
  Battle Chiurgury --or-- Inner Wisdom
25/15 CP
  Esoteric Healing --or-- Ars Thanatos
25/20 CP
  Perfect Aid --or-- Salubrious Regimen
25/25 CP
  Esoteric Healing --or-- Ars Thanatos
25/30 CP
  Forbidden Medicine --or-- Beacon of Health

Basic Examination : With this ability, a healer can determine if a character is suffering from a number of conditions, allowing them to begin treatment or aid. Examination starts by the healer approaching a patient, laying hands on (or over) them, and saying "Healing: Examination." After this, the Healer may ask a number of simple diagnostic questions (with at least a second's pause between recieving an answer and asking a new one) relating to the patient's condition, in whichever order they wish. Improved Examination and Advanced Examination simply expand upon the questions a Healer can ask, according to the following table:

Examination Questions
  Basic Examination
  Are you alive?
  Are you Critical?
  Do you have limb wounds?
    --Which ones?
  Are you Intoxicated?
  Improved Examination
  Are you Poisoned?
    --How badly?
  Are you Diseased?
    --How badly?
  Have you been Blinded?
    --How badly?
  Have you been Silenced?
    --How badly?
  Advanced Examination
  Are you under any enchantments?
    --What are they?
  What are your Physical Traits?
    --What are their levels?
  Are you corrupted?
    --What are your corruptions?

Basic Aid : After determining if a patient is Critical, a healer can use this ability to Stabilize them after a minute of care, during which time they must employ healing phys-reps such as bandages and tourniquets. Aid is started after the healer has used Examination, and then by saying "Healing: Basic Aid," after which they "use" their phys-reps on the patient for one minute. As soon as this process begins, the patient's bleed out clock stops. If the Healer is interrupted during this minute, however, the process is aborted and the patient begins to bleed out again, resuming their old count. After Basic Aid has been succesfully applied, the patient awakens. They are then considered Stable and will fully heal from all of their injuries in one hour. Stabilized characters will go Critical again (with a new death count) upon moving at anything faster than a slow crawl (or aided walk), after casting a spell/activating a spell effect, being struck with a weapon or damaging spell, fighting, or after using a skill or physcial feat.

Improved Aid functions just as above, but provides a level of enhanced healing, allowing the patient to fully heal in 30 mintues. Advanced Aid, similarly, adds two levels of enhanced healing, reducing healing time to 15 minutes.

A patient cannot benefit from multiple applications of aid; only the best level of enhanced healing they get from this skill is what is used. This does mean that a character stabilized by Basic Aid can subsequently be attended to by a healer posessing Improved or Advanced Aid, which "replaces" the less efficient application. Other sources of enhanced healing (most notably magic or a Feat of Empathy) can stack with Aid, but the highest total healing enhancement a character can have with these basic abilities results in a 5 minute recovery time, regardless (1 hour, 30 minutes, 15 minutes, and 5 minutes is the progression).

Limb wounds are taken care of in just the same manner as critical injuries; if left untreated, they do not heal at all; with Basic Aid they take 1 hour to heal to usability, and so forth. Once treated, limb wounds will not worsen, though they remain unusable for the duration. All of a character's wounds are assumed to be treated if Aid is applied to them, and they will all heal at the same rate.

Treatment : After an initial Examination, and assuming their patient is Stable, a healer can treat any persistent conditions they have (Poison, Disease, Blindness, Silence). A healer can begin Treatment even if they are not able to determine if the patient is suffering from conditions. This process begins by the healer saying "Healing: Treatment X" (where X is their skill level + their level in Perceptive) and then "using" the required phys-reps, which are poultices, vials, scary instruments, and tubes. After 1 minute of constant attention, all persistent conditions on the patient which are of a power equal to or lesser than the Healer's treatment level, are cured outright. Treatment has no effect on any condition higher than its level.

Lesser Thanatology : If a healer determines that a patient is dead (using Examination), they may then use this ability to determine various facts about the character's cause of death, as well as conditions leading up to it. Greater Thanatology simply expands on the questions that a healer can "ask" of a corpse:

Thanatology Questions
  Lesser Thanatology
  How long have you been dead?
  Are you mutilated?
  What wounds does your body have?
  Did you die by bleeding out?
  Did you die by a killing blow?
  Did you die by disease?
  Did you die by poison?
  Greater Thanatology
  Were you wounded by weapons?
  Were you wounded by animals or creatures?
  Were you wounded by spells?
  Were you wounded or poisoned by a trap?
  Were you Subdued before you died?
  Did you struggle before you died?

Coax Life : An expert healer can bring a very recently deceased character back from the edge of death itself. The target can only have been dead for a short time, must not have been Diseased or Poisoned, and their body cannot be Mutilated (dismembered or defaced). If their spirit has already passed out of the body (this happens after 5 minutes unless extended by some means), Coax Life will be of no help and alternative means of bringing the character back must be considered. However, once the Coax Life process begins, the count for the spirit to leave the body ceases.

Coax Life takes 5 minutes of intense treatment (started as "Healing: Coax Life"), which must involve bizarre and elaborate phys-repped medical implements. After this treatment is successful, the patient returns from the brink of death. Once back, the character will become conscious in 5 minutes, after which they are in Stable condition and will fully heal in 1 hour (no enhanced healing can help this along). Any persistent effects (Blindness, Silence) on the person at the time of death will still be present, and their count resumes.

Esoteric Healing : This strange healing ability allows an advanced healer to greatly improve any magical, alchemical, or otherwise arcane source of healing, up to a number of times per day equal to the number of times it is chosen as an ability.

The healer must be the caster of the spell or administrator of the healing item for this ability to work. Essentially, Esoteric Healing is activated (called as “Esoteric Healing”) when the healer uses an item/spell which either stabilizes, enhances healing rate, or cures conditions.

Activating an instance of Esoteric Healing causes...

...any effect which only stabilizes a character to also provide the maximal level of enhanced healing (5 minutes).

...any effect which enhances healing rate to instead instantly heal the patient of all wounds. They need not be stable for this effect to function.

...any effect which cures/reduces a condition, regardless of type, to instead cure all conditions on the patient, immediately.

...any effect which somehow does any combination of the above to provide each appropriate form of improved healing.

Finally, note that mundane healing cannot be enhanced by this ability, nor can Feats of Empathy.

Ars Thanatos : This ability improves upon the basic study of death (Thanatology), allowing a healer to Preserve corpses (granting one or more Boons), to immediately understand the exact causes of death upon examination of a corpse, and to respectfully perform death rites such that even the most restless souls are appeased. There are rumored to be other, darker uses for Ars Thanatos, though it is up to players to unearth these.

The death arts are taxing and somber, and may only be performed once per day for every time this ability is chosen.

Battle Chiurgury : This ability allows a healer to stabilize a character with amazing speed. As a result, they may perform Aid with a mere 5 seconds of attention, rather than 1 minute. Also, they need not ask any examination questions before making the attempt (though they can if they want to), nor use any phys-reps other than their own hands. If the patient receiving Battle Chiurgury happens to not be critical, then nothing happens. A character treated with this ability is fully healed in 1 hour, but they may subsequently recieve improved/advanced/perfect aid to minimize their healing rate, as normal.

Inner Wisdom : The principles of Healing, though primarily geared towards helping others, do allow an introspective character to attend to their own health and well-being. Indeed, knowing the secrets of the body can lead to a kind of self-actualization, for those healers with an ascetic frame of mind.

Functionally, Inner Wisdom permanently endows a healer with an automatic level of naturally enhanced healing, meaning that, once stabilized, their wounds will heal in 30 minutes rather than 1 hour. This enhancement is fully stackable with other sources of healing, magical or otherwise.

Perfect Aid : This ability simply follows the progression for Aid, Improved Aid, and Advanced Aid to its logical conclusion. As such, a healer who performs Perfect Aid (which still takes 1 minute and the appropriate phys-reps) upon a patient reduces their healing time to 5 minutes. As well, any patient who has received Perfect Aid plus some source of enhanced healing (Feat of Empathy, magic, alchemy, naturally rapid healing), breaks the normal healing limit and reduces their healing time to 1 minute.

Salubrious Regimen : In a manner similar to Inner Wisdom, though using much more energetic techniques, this ability--if applied vigilantly--will greatly increase personal fitness and health. A character with Salubrious Regimen must, in order to activate it, perform 10 minutes of exercise such as sparring, running, or whatever energetic activity would be appropriate for their world. After this, they must drink a sizeable amount of water (and ONLY water), and then rest and meditate for a full 10 minutes.

Once Salubrious Regimen is completed, the character immediately gains 1 effective level in both the Strong and Tough traits for the remainder of the day (until the next sunset). For all purposes, treat these enhanced levels as if they were the natural vaules of the character, including any prowess/toughness increases. The 10 minutes of meditation counts as normal rest, and thus a character will come out of the regimen with full prowess and toughness at their enhanced levels. Note that this ability may be activated as often as the character needs, though the bonuses it confers are not, of course, cumulative.

A character who is suffering from a Persistent Condition, Intoxication, or Hallucination, or who is healing from injury of any kind, may not perform a Salubrious Regimen. Note also that the concentration required for this regimen prevents the healer from performing magical rituals during its duration. Finally, a character who undergoes a Coax Life, or is otherwise returned from the dead, loses any bonuses derived from this ability and must perform it again to regain them.

Forbidden Medicine : This strange and frightening “ability” is the result of a cumulative understanding of the possible, with regards to the nature of living beings of all types, to untried medical procedures, and to the ultimate cycles of life and death.

A character who choses the path of forbidden medicine has developed their mastery of the healing arts to such an extent that all the secrets of life itself must seem only just out of reach to them. Theories--many perhaps impossible--will suggest themselves to an enlightened healer; there is little they can do to stop them coming, in fact. Whatever applications these wild theories and experiments might suggest, however, are left up to the charcter to find out in play or during scholarly research.

Beacon of Health : Through constant attention to their own physical health, along with long-running, self-administered “treatments,” a character who masters this ability will remain hale and vigorous throughout the course of their life.

Effectively, Beacon of Health renders a character completely immune to ALL Persistent Conditions (which at the moment covers Poison, Disease, Blindness, and Silence), calling “No Effect” when hit with such. Note that conditions that aren’t classified as Persistent, such as intoxication, hallucination, or any mental effect, are unaffected by this ability.