Investigate the cause and time of death, analyze wounds, and reconstruct scenes to uncover what happened and how.
Roll d100 versus DR 100
Might end in an oopposed roll if body, scene etc. was purposedly tampered with to destroy evidence. One could use Forensic Medicing to do this.
Determine (or hide):
Cause of death (blunt force, spell, toxin, etc.)
Approximate time of death (with ±1 hour per 10 SR margin)
Damage type (physical, energy, magic, hybrid) (+20 SR can be more specific (Energy = Fire, Frost, Electricity etc).
Species-specific details if alien or unfamiliar physiology is present
+20 to +50 to DR if body is partially consumed, decomposed, or magically damaged
+10 to +30 to DR if scene is heavily disrupted, weathered, or tampered with
+20 to +60 to DR Centuries-old death, magical/alien influence
+20 to DR: No easy recognizable
-10 to DR if body is untouched or crime scene preserved
-20 to DR: Easily recognizable signs (burns, wounds etc.)
Examining a centuries-old skeleton in a monster cave
This suggests that you might want to prepare skill, spells, modules etc. that can defend against heavy, crushing attacks and energy attacks.
Forensic Medicine is the disciplined application of medical, anatomical, and investigative skills to understand death and injury. Practitioners use wounds, tissue damage, body decay, and environmental clues to answer pressing questions: What killed them? When? And how?
This skill is vital in unraveling murders, monster attacks, or magical catastrophes. In wilderness or alien ruins, it can prevent walking into the same fate. In political plots, it can unravel foul play masked as accident. While not always combat-focused, its insights can shape strategic choices—and narratives. It can, if needed, also be used to hide all these things...
Its usefulness grows when combined with other knowledge: Toxicology for poisons, Magic Lore for magical causes etc.
Not optimized for sequencing.
No direct counters.