Healing (Or making use of your Paramedic skill)

Dealing with wounds and hit point recovery without Drugs or Ebb

Simple rules:

This is where the Paramedic skill comes in. Roll immediately for each separate wound with a penalty of how much damage the person has just taken. If this is successful the paramedic has stopped the bleeding (ie: by applying pressure on the wound). If unsuccessful let them try 15-30 seconds later.

Advanced rules:

Once the bleeding has stopped, re-roll every quarter of an hour for the first two hours, or until the patient gets proper medical care. This reflects the chance that without proper medical care, the wound may re-open. Make the Paramedic do this for the first two hours, then every hour for the rest of the day or during any strenuous activity.

The exception to this case would be if the wound was caused by a critical hit (ie: a hit roll over 20, or a hit over the total hits for that location). Then make the Paramedic roll over 20 to stop the bleeding. This is to reflect the wound hitting an important organ, such as the heart, where only a lucky paramedic will keep the person alive. Then get them to re-roll paramedic every minute, else their patient starts bleeding again.

As to healing actual damage, let them recover one point of bruising every day, one point of real damage every four days and one point of critical damage every ten days. Half the time if they have proper medical care (but it'd probably be cheaper to buy them KickStart!).

If the Paramedic has a Medical Diagnosis skill let them (on a successful roll) gain 2 points temporarily to their Paramedic skill as they have a better understanding of the wound. Additionally, if they have Medical Surgery, let them use that instead of a Paramedic skill, with an additional -1 if they don't have any appropriate equipment or a +2 if they do. If they have someone who is a trained Paramedic assisting them, give them a bonus equal to a third of the Paramedics skill (rounded down).