Medicine (Intellect)
In the course of their adventures, we expect your
character to suffer injuries: everything from cuts and
bruises to broken bones and bullet wounds. Medicine
gets your character and their friends back on their feet.
Any attempt to heal an organic character requires Medicine,
as do other medical procedures such as elective
surgery and installing cybernetics, and working with
poisons, diseases, parasites, and drugs.
Your character should use this skill if…
• They or another character has suffered wounds,
and your character wants to heal those wounds.
• Your character tries to counteract or administer
a poison.
• Your character needs to cure a disease.
• Your character creates a new pharmaceutical (or
recreational) drug.
• They or another character has suffered a Critical
Injury, and your character wants to heal it.
• Your character performs a complex medical procedure
such as surgery, cybernetic augmentation, or
psychotherapy.
Your character should not use this skill if…
• Your character researches a disease or poison.
While studying a disease or poison directly might
require Medicine, the act of researching requires a
Knowledge check.
• Your character tries to heal their own strain at the end
of an encounter. Recovering from strain at the end of
an encounter requires Discipline or Cool.
• Your character tries to administer poison through
slight of hand, such as by dropping it in a drinking
cup or surreptitiously injecting it into an unsuspecting
target. The inherent subterfuge in this
activity makes that a Skulduggery check.
Medicine Check Difficulty When you attempt to heal a Critical Injury, the difficulty is set by the injury in question. However, when healing wounds, the difficulty is determined by how badly injured the target is. We did this to mirror real life; bandaging a painful cut is a lot easier than trying to set a broken bone. The more wounds a character suffers, the more injured they are and the harder it should be to repair those injuries. The difficulty of the check varies depending on how many wounds the target currently has. When your character makes a successful Medicine check, they heal a number of wounds on the target equal to the number of SUC your character’s check generates. The target also heals an amount of strain equal to the number of ADV generated. Three final notes: Any one character can only make one attempt to heal a particular Critical Injury per week of game time.
Also, any one character can only benefit from one Medicine check per encounter. These limits exist to prevent characters from constantly repeating checks until their patient is in perfect health.
Finally, if your character tries to heal themself, they increase the difficulty of the check by two. Hey, it’s a lot harder to set your own broken arm!
Medicine Check Difficulty When you attempt to heal a Critical Injury, the difficulty is set by the injury in question. However, when healing wounds, the difficulty is determined by how badly injured the target is. We did this to mirror real life; bandaging a painful cut is a lot easier than trying to set a broken bone. The more wounds a character suffers, the more injured they are and the harder it should be to repair those injuries. The difficulty of the check varies depending on how many wounds the target currently has. When your character makes a successful Medicine check, they heal a number of wounds on the target equal to the number of SUC your character’s check generates. The target also heals an amount of strain equal to the number of ADV generated. Three final notes: Any one character can only make one attempt to heal a particular Critical Injury per week of game time.
Also, any one character can only benefit from one Medicine check per encounter. These limits exist to prevent characters from constantly repeating checks until their patient is in perfect health.
Finally, if your character tries to heal themself, they increase the difficulty of the check by two. Hey, it’s a lot harder to set your own broken arm!
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