Scenario B: Positive Hit Points / Healing Potion Used

Healing potions are chemical accelerators that force the body's flesh to knit together faster. A character can create a healing potion of a given intensity if that character has an equal intensity in the non-combat skill of Herbalism or Chemistry. So, to create an intensity 1 healing potion, a character would only need basic knowledge (intensity 1) in Herbalism or Chemistry. Of course, an intensity 1 healing potion isn’t very powerful. [Table]

While drinking potions for healing is faster than traditional medicine, partaking of chemical draughts are not without risk.  For each intensity of the potion, there is a -1 penalty to the system shock save versus scarring.  Unlike a botched medical treatment, the scar tissue the results from a healing potion appear immediately.  However, scar tissue of this type is not any more likely to result in Comeliness loss than any other type of scarring.

Wounds treated with a healing potion will not become infected.  However, there is a 1% chance per intensity of the healing potion that the chemical accelerates will be too harsh on the wounded body's system.  Such an overload causes damage equal to one half of the potion's healing potential, but if the victim survives, there are no other permanent effects although that healing potion was wasted. 

For the Fey, being of an alien race, the risks of taking a healing potion are doubled while the benefit of the healing potion is halved.  The only exception is healing potions concocted by the Fey specifically for use by the Fey (which in this case, it is dangerous for members of other races to imbibe.) Constructs, for obvious reasons, gain no benefits from healing potions.

The table below states the effectiveness and cost (in CP) of the various healing potions.

Table: Healing Potion Yields
Intensity Healing Cost   Intensity Healing Cost
1 1d4 1   4 1d12 9
2 1d6 3   5 2d8 15
3 1d8 4.5   6 2d10 20