Treat cyborgs/synths as Medicine; +4 to field-surgery; revive dying crew with 1d6 HP.
The character has learned to operate on bodies half-metal and
half-flesh under the merciless timetable of ship life. The
character may use Medicine checks to treat cyborgs, heavily
augmented characters, and synthetic crew (normally requires
Repair). The character gains +4 to Medicine checks made as
field-surgery (mid-combat treatment). Once per encounter, the
character may attempt to stabilise a dying crewmate as a
standard action with a Medicine check (DC 15); on success,
the patient regains 1d6 HP and stabilises.
Rules Reference
Field
Value
Combat Action
Category
skill
Runtime / Classification
out-of-combat
Runtime / Duration
Runtime / Effect Kind
other
Runtime / Magnitude
Runtime / Trigger
Runtime / Uses
Notes
Special: Stacks with Combat Medic. Does not grant the ability to rebuild or augment cyborgs (that is Mechanics/Engineering). The stabilise ability applies only to crewmates the character can physically reach and is in a non-hostile posture to treat.
Benefit
condition: may use Medicine checks to treat cyborgs, augmented characters, and synths
Field
Value
condition
may use Medicine checks to treat cyborgs, augmented characters, and synths
modifier
0
target
medicine-on-cyborgs
condition: +4 to Medicine checks made as mid-combat field surgery
Field
Value
condition
+4 to Medicine checks made as mid-combat field surgery
modifier
4
target
medicine-field-surgery
condition: once per encounter, Medicine DC 15 as standard action stabilises a dying ally and restores 1d6 HP
Field
Value
condition
once per encounter, Medicine DC 15 as standard action stabilises a dying ally and restores 1d6 HP