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The Medicine skill is used to provide emergency aid and assist long-term healing for both humans and animals. It is also used to create anti-toxins that help fight off poison and disease. This skill is common to doctors, veterinarians, medical researchers, chemical terrorists, and others focusing on human biology
Combat Actions: None.
Dramatic Conflict: None.
Sample Knowledge: Human and animal anatomy; diagnosis; disease, drug and poison effects; medical ethics; famous physicians and medical crises through history; history of animal husbandry.

First Aid check

(Wis; Active; Concentration, Gear Only (First Aid Kit), Hands-On, Vision) 1 Minute • Base Error Range 1

This check is used to quickly patch up another character or animal in the field, allowing him or it to quickly recover a small number of vitality and wound points. The type of character being healed determines your DC, as follows.

  • When healing a standard character or animal, your DC is equal to 15 + the amount of damage accumulated (see page 331).
  • When healing a special character, your DC is equal to 15 + 1/2 the total number of vitality points the target has lost (rounded up, maximum 30). If the target has lost 1 or more wounds, this DC rises by 10.

Further, if you perform this check in combat, your error range increases by +2.
With success, a targeted standard character or animal recovers 1/2 his or its accumulated damage (rounded down); a targeted special character recovers 1d4+1 subdual damage, 1d4+1 wound points, and a number of vitality points equal to his career level. With failure, the target makes no meaningful recovery.
A target must be stable before you may attempt this skill check.
Cooperative: Yes (maximum 1 helper).
Synergy Skills: Science (Pharmacology), Search, Survival.
Retry: No. Each character or animal may be targeted by this check only once per scene, no matter how many characters are available to attempt it.
Threat: You complete your field triage in 1/2 the standard time (rounded down, minimum 30 seconds).
Critical Success: The targeted standard character or animal recovers all his or its accumulated damage; or the targeted special character recovers 2d4 wounds and a number of vitality points equal to twice his career level.
Error: The targeted standard character or animal recovers all his or its accumulated damage; or the targeted special character recovers 2d4 wounds and a number of vitality points equal to twice his career level.
Critical Failure: The targeted standard character’s or animal’s accumulated damage rises by 1d8+2; or the targeted special character suffers 1d4 lethal damage and 1d6 subdual damage.

Stabilize check

(Wis; Active; Concentration, Gear Only (First Aid Kit), Hands-On, Vision)
1 Full Action • Base Error Range 1–2

This check is used to administer emergency aid to a dying or poisoned character.
When stabilizing a dying special character, your DC is 15. With success, the target stabilizes at 0 wound points (unconscious). With failure, the target continues to die.
When treating a poisoned standard or special character, your DC is equal to 5 + the poison’s current save DC, as described in Chapter 4 (see page 289). With success, the current onset time remains unchanged at the end of the current round and its save DC decreases by 1. You may stave off the effects of poison in this fashion up to 10 times (i.e. you may freeze the effects of a poison within a patient for up to 10 rounds), after which the patient must either be given an antidote or ride out the poison’s remaining effects. In both cases, if you perform this check in combat, your error range increases by +2.
Cooperative: Yes (maximum 1 helper).
Synergy Skills: Resolve, Science (Pharmacology), Search, Survival.
Retry: Yes, unless the target dies.
Threat: If stabilizing a dying character, the target is restored to 1 wound point (conscious). If treating a poisoned character, the current onset time remains unchanged for a number of rounds equal to the difference between your result and the DC.
Critical Success: If stabilizing a dying character, he’s restored to 1d4+1 wound points (conscious). If treating a poisoned character, your patient completely recovers; the poison is completely neutralized.
Error: If stabilizing a dying character, the target loses 1 additional wound point. If treating a poisoned character, the current onset time runs out at the end of the current round.
Critical Failure: If stabilizing a dying character, he goes into shock and immediately dies. If treating a poisoned character, the contagion spreads out of your control and you are exposed (see page 335). You may make no further First Aid checks to stave off its effects.

Surgery check

(Int; Active; Concentration, Gear Only (Surgery Kit), Hands-On, Vision)
8 Hours • Base Error Range 1–4

This check is used to methodically patch another character up in a controlled environment, such as a hospital. This allows a target special character to heal quickly from attribute damage or a critical injury (see page 332).
When performing surgery to help with attribute damage, your DC is equal to 10 + 5 per point of damage to one target attribute that the target character has suffered. With success, the target character heals 1d4 points of temporary damage to the target attribute, or 1 point of permanent damage to the target attribute.
When performing surgery to help with a critical injury, your DC is equal to the Surgery check DC listed on Table 5.5: The Table of Ouch. With success, the critical injury’s healing time decreases by 2. If a critical injury’s healing time decreases to 0 as a result, the critical injury is considered fully healed. In both cases, if any combat occurs within your line of sight at any time during this check, your error range increases by +6.
After a Surgery check, the target remains sickened for a base 1d4+1 days. This time is reduced by 1 day per 5 by which your result beats the DC (minimum 1 day).
Cooperative: Yes (maximum 1 helper).
Synergy Skills: Notice, Science (Chemistry), Science (Genetics), Search.
Retry: No. Each attribute or critical injury may be targeted by this check only once per mission, no matter how many characters are available to attempt it.
Threat: The target recovers from surgery in 1/2 the standard time (rounded down, minimum 12 hours).
Critical Success: If helping with attribute damage, the target character heals all temporary damage to the target attribute, or 1d4+1 points of permanent damage to the target attribute. If helping with a critical injury, the critical injury’s healing time is reduced to 0.
Error: : The target recovers from surgery in twice the standard time.
Critical Failure: If helping with attribute damage, the target character suffers 1 point of permanent damage to the target attribute. If helping with a critical injury, the critical injury’s healing time increases by 1 per action die spent to activate the critical failure.

Therapy check

(Wis; Active; Concentration, Disposition)
4 Hours • Base Error Range 1

This check is used to help another standard or special character recover from stress damage or mental conditioning. In order to perform this check, you must be located in a quiet, comforting location for the duration of your skill check (per the GC’s discretion). This check may never be made during combat or while anyone is performing a Complex Task or Dramatic Conflict in your presence.
Your Therapy DC is determined by the target character’s current stress or mental condition, as shown on Table: Mental Recovery.
With success, the target recovers from the effects of one mental conditioning episode (e.g. one brainwashing, seduction, etc.), or recovers an amount of stress damage equal to 1d6 + your Wisdom modifier (minimum 1). If the target is not drained and this reduces his stress damage below his current stress condition’s minimum threshold, success also improves his stress condition by 1 grade (e.g. shaken III becomes shaken II).
With failure, the target has no meaningful recovery. This check requires the target to concentrate as well (see page 101).
Cooperative: No.
Synergy Skills: Manipulate, Science (Pharmacology), Sense Motive.
Retry: Yes, but your error range increases by 2 each time. Unless otherwise stated, all Therapy error ranges reset at the start of each scene.
Threat: You complete your session in 1/2 the standard time (rounded down, minimum 2 hours).
Critical Success: The target recovers from the effects of 2 mental conditioning episodes, or recovers an amount of stress damage equal to 2d6 + twice your Wisdom modifier (minimum 3).
Error: The target suffers an additional 1d6 stress damage.
Critical Failure: The target suffers an additional 2d6 stress damage.

Table 2.34: Mental recovery
Stress or Mental ConditionDCError Range Increase
None 15 +0
Shaken I 20 +0
Mistaken belief (in lie) 20 +0
Shaken II 30 +1
Seduction 30 +1
Shaken III 40 +2
Brainwashing/forced loyalty 40 +2
Shaken IV 50 +3
Programmed Action 50 +3
Drained 60 +4
 

Treatment check

(Wis; Active; Gear (First Aid Kit), Hands-On, Vision)
5 Minutes • Base Error Range 1

This check is used to provide long-term aid to an injured or diseased character. When treating an injured special character, your DC is 15. With success, the target’s natural healing rate is doubled for the current day. This check may not target a standard character. When treating a diseased standard or special character, your DC is equal to the disease’s current save DC, as described in Chapter 4 (see pages 287–288). With success, the current onset time remains unchanged at the end of the disease’s current increment and its save DC decreases by 1. You may stave off the effects of disease in this fashion up to 5 times (i.e. you may freeze the effects of a disease within a patient for up to 5 increments), after which the patient must either be given a vaccine or ride out the disease’s remaining effects. You may not perform this skill check in combat.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Notice, Resolve, Science (Pharmacology), Sense Motive.
Retry: Yes, but only once per hour.
Threat: : If treating an injured character, the target’s natural healing rate is tripled for the current day. If treating a diseased character, the current onset time remains unchanged for a number of days equal to the difference between your result and the DC.
Critical Success: If treating an injured character, the target’s natural healing rate is quintupled (×5) for the current day. If treating a diseased character, your patient completely recovers; the disease is completely neutralized.
Error: If treating an injured character, the target cannot heal naturally during the current day. If treating a diseased character, the current onset time runs out immediately
Critical Failure: If treating an injured character, he suffers 1d6+1 lethal damage. If treating a diseased character, the contagion spreads out of your control and you are exposed (see page 335). You may make no further Treatment checks to stave off its effects.