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
Field
Value
Armor Check Penalty
false
Key Ability
WIS
Trained Only
true
Untrained Use
Cannot diagnose or treat wounds beyond basic first aid. Stabilisation attempts at -4.
Key Ability
WIS
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
Field
Value
dc
15
task
Stabilise a bleeding character
dc: 15
Field
Value
dc
15
task
Diagnose a common disease or toxin
dc: 20
Field
Value
dc
20
task
Treat a standard wound in combat (1d6+1 HP)
dc: 22
Field
Value
dc
22
task
Treat radiation sickness
dc: 25
Field
Value
dc
25
task
Perform emergency surgery
dc: 30
Field
Value
dc
30
task
Treat an alien pathogen or unknown toxin
Synergy
bonus: 2
Field
Value
bonus
2
from
Xenology
threshold
5
bonus: 2
Field
Value
bonus
2
from
Mechanics
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Xenology
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Mechanics
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Science
Uses
application: Stabilise a bleeding character
Field
Value
application
Stabilise a bleeding character
dc
15
failure
Stabilisation fails; character continues to bleed.
success
Character stabilised; stops losing HP.
application: Diagnose a common disease or toxin
Field
Value
application
Diagnose a common disease or toxin
dc
15
failure
Misdiagnosis; wrong treatment applied (-2 on subsequent checks).
success
Disease/toxin identified; treatment plan known.
application: Treat a standard wound in combat (1d6+1 HP)
Field
Value
application
Treat a standard wound in combat (1d6+1 HP)
dc
20
failure
Treatment fails; no HP restored, action wasted.
success
1d6+1 HP restored; standard action.
application: Treat radiation sickness
Field
Value
application
Treat radiation sickness
dc
22
failure
Treatment ineffective; condition worsens.
success
Radiation sickness stabilised; symptoms reduced.
application: Perform emergency surgery
Field
Value
application
Perform emergency surgery
dc
25
failure
Surgery complications; 1d6 damage to patient.
success
Surgery successful; condition resolved or HP restored.
application: Treat an alien pathogen or unknown toxin