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Medicine

Skill Rate: Fast

Uses: healing people. If you try to use Medicine on a creature of a species other than yours, you get a -1 penalty without the proper techniques.

Use of Medicine

DC

Emergency First Aid

5

Treat Wound

6

Long-Term Care

6

Treat Disease/Poison

Infection DC

Administer Medicine

4

Forensic Investigation

8

Diagnose

4+

Resuscitate

6 + 1/round

Emergency First-Aid: Make a Medicine check against DC 5 as a 4SA. If you succeed you may administer First Aid to a dying target within your natural reach (typically Close, meaning you must enter their square). The dying creature stabilizes (is no longer dying, but still unconscious).

Treat Wound: Make a Medicine check against DC 6. This takes one minute. If you succeed, remove one wound from one creature in natural reach. For every 2 points that you beat the DC, you cure another wound. This uses a bandage and thread. A creature may only have Treat Wound used on it once per day.

Long-term Care: Make a Medicine check against DC 6. This takes one hour every day, but you may treat multiple patients simultaneously (up to your total number of ranks in Medicine). The patients' natural healing rate is doubled.

Treat  Disease/Poison: Make a Medicine check on a diseased or poisoned patient. The DC is the same as the infection DC for the disease. If you succeed, the patient is treated as having succeeded on his next save against that disease or poison.

Diagnose: DC 4 for common ailments, 6 for uncommon, 8 for rare, and 12 or higher for esoteric.  You determine all status effects currently on the target, and how many wounds he has, and the source of each. Takes 1 minute per wound or status effect. You may not retry this check unless the target's condition changes.

Check Pulse: DC 4. You can tell as a 2SA if a creature is dead or alive. The GM rolls this check secretly. If you failed the check, there is a 50% chance that you get the wrong answer, and the other 50% chance is that you don‚t know at all.

Forage for Food: You can try to forage for food. Make a Medicine check every day, the DC is 5. For every point by which you beat the DC, you can feed another person. Foraging for food halves your overland speed. In particularly lush or barren areas the GM may apply a circumstance bonus or penalty of up to 3.

Techniques:

  1.   Forage for Herbs:   [Requires Knowledge: Nature and Biology] With this technique, you can attempt to look for herbs to refill an herbalist's kit. With a DC 8 Medicine check and four hour's work, you can find enough herbs for 1d4 uses of a herbalist's kit.
  2.   Forensic Investigation: DC 8. You can determine the cause of death of the target, assuming it is non-obvious. The GM can, of course, change the DC depending on circumstance. This takes about a minute.
  3.   Resuscitate. DC 6: Takes two 4SAs (or one 4SA from two people). You may revive somebody who died within one round. For every additional round, add +1 to the DC. If you fail this check, you may retry the next round- but the DC goes up by 1 because of time. When the character is revived, they have as many wounds as their toughness score.
  4.   Surgery: Without this technique, the character gets a -2 penalty when he tries to perform Surgery. This stacks with the penalty for not having appropriate surgical tools.
  5.   Skilled First Aid: When you use the emergency first aid technique, you may heal an additional wound for every 2 points that your check beat the DC.
  6.   Veterinarian: You do not get the -1 penalty for using Medicine on creatures of the [Animal] type.
  7.   Xenomedic: You do not get the -1 penalty for using Medicine on one specific type of creature that you choose.
  8.   Cosmopolitan: You do not get the -1 penalty for using Medicine on any creature of the [Mortal] type, even if they are a different type from your own. Such creatures include humans, elves, halflings, orcs, dwarves, etc..
  9.   Create Medicine: Using an Herbalist's kit, you can try to create medicine for a specific disease or poison. Medicine can be created in the form of an injection, a pill, or a drink. Drinks and pills must be swallowed by the afflicted character (a 2SA), so are not much good for an unconscious character. Injections can be given to unconscious characters (or unarmoured, unwilling ones with a successful attack roll) but require a syringe. Creating medicine takes about an hour and requires a DC 7 Medicine check. Medicine is only effective against one particular syndrome, decided when you create it. This uses up one use of a Herbalist's kit's ten uses.

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