Medicine

Diagnose, treat wounds, and perform surgery.

Medicine is the skill that stands between a wounded crew and the void. It covers field trauma care (stanching bleeding, setting fractures), diagnosis (disease, toxin, radiation sickness), surgery (the kind performed in a ship's med-bay with salvaged instruments), cybernetic integration support (working alongside Mechanics for implant rejection), and the grim art of triage when supplies run short. In the verse, Sawbones and Chaplains carry the weight; Rim crews without a medic rely on stim-packs and luck. The Families maintain private medical suites; the Legion trains every squad leader to stabilise a downed marine.

Rules Reference

FieldValue
Armor Check Penaltyfalse
Key AbilityWIS
Trained Onlytrue
Untrained UseCannot diagnose or treat wounds beyond basic first aid. Stabilisation attempts at -4.
Key AbilityWIS

Notes

Special: A successful Medicine check (DC 15) stabilises a bleeding character. A successful Medicine check (DC 20) restores 1d6+1 HP. Surgery requires a separate check (DC varies) and 10 minutes of uninterrupted work.

Special: A successful Medicine check (DC 15) stabilises a bleeding character. A successful Medicine check (DC 20) restores 1d6+1 HP. Surgery requires a separate check (DC varies) and 10 minutes of uninterrupted work.

Untrained: Cannot diagnose or treat wounds beyond basic first aid (DC 10, restores 1 HP). Stabilisation attempts at -4. No surgery, no disease treatment, no cybernetic support.

Descriptors

dc: 15

FieldValue
dc15
taskStabilise a bleeding character

dc: 15

FieldValue
dc15
taskDiagnose a common disease or toxin

dc: 20

FieldValue
dc20
taskTreat a standard wound in combat (1d6+1 HP)

dc: 22

FieldValue
dc22
taskTreat radiation sickness

dc: 25

FieldValue
dc25
taskPerform emergency surgery

dc: 30

FieldValue
dc30
taskTreat an alien pathogen or unknown toxin

Synergy

bonus: 2

FieldValue
bonus2
fromXenology
threshold5

bonus: 2

FieldValue
bonus2
fromMechanics
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillXenology

bonus: 2

FieldValue
bonus2
ranks5
skillMechanics

bonus: 2

FieldValue
bonus2
ranks5
skillScience

Uses

application: Stabilise a bleeding character

FieldValue
applicationStabilise a bleeding character
dc15
failureStabilisation fails; character continues to bleed.
successCharacter stabilised; stops losing HP.

application: Diagnose a common disease or toxin

FieldValue
applicationDiagnose a common disease or toxin
dc15
failureMisdiagnosis; wrong treatment applied (-2 on subsequent checks).
successDisease/toxin identified; treatment plan known.

application: Treat a standard wound in combat (1d6+1 HP)

FieldValue
applicationTreat a standard wound in combat (1d6+1 HP)
dc20
failureTreatment fails; no HP restored, action wasted.
success1d6+1 HP restored; standard action.

application: Treat radiation sickness

FieldValue
applicationTreat radiation sickness
dc22
failureTreatment ineffective; condition worsens.
successRadiation sickness stabilised; symptoms reduced.

application: Perform emergency surgery

FieldValue
applicationPerform emergency surgery
dc25
failureSurgery complications; 1d6 damage to patient.
successSurgery successful; condition resolved or HP restored.

application: Treat an alien pathogen or unknown toxin

FieldValue
applicationTreat an alien pathogen or unknown toxin
dc30
failurePathogen resists treatment; patient condition worsens.
successPathogen neutralised; patient recovers.