Shipboard Surgeon

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

FieldValue
Combat Action
Categoryskill
Runtime / Classificationout-of-combat
Runtime / Duration
Runtime / Effect Kindother
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

FieldValue
conditionmay use Medicine checks to treat cyborgs, augmented characters, and synths
modifier0
targetmedicine-on-cyborgs

condition: +4 to Medicine checks made as mid-combat field surgery

FieldValue
condition+4 to Medicine checks made as mid-combat field surgery
modifier4
targetmedicine-field-surgery

condition: once per encounter, Medicine DC 15 as standard action stabilises a dying ally and restores 1d6 HP

FieldValue
conditiononce per encounter, Medicine DC 15 as standard action stabilises a dying ally and restores 1d6 HP
modifier0
targetstabilise-crewmate

Prerequisites

type: skill-rank

FieldValue
valueMedicine 8

type: skill-rank

FieldValue
valueRepair 6

type: ability

FieldValue
valueWIS 13