@@ -574,10 +574,10 @@ Of course the \gls{guard} have no use for any of those horrible things, but sinc
Medicine is a primitive but effective art, regrettably full of nonsense and superstition, but mandatory when it comes to keeping someone with a serious wound alive.
\begin{description}
\item[\roll{Strength}{Medicine}]
\item[\roll{Dexterity}{Medicine}]
lets someone fix a twisted bone or nose.
If someone has only 1 \gls{hp} of Damage, a medic can heal it, leaving them with only 1 \gls{ep} instead.
A failed roll inflicts an additional \gls{hp} instead.
A failed roll inflicts an additional \gls{hp}of Damage instead.
\item[\roll{Intelligence}{Medicine}]
covers making poisons, and figuring out which poison has affected someone.