Diagnose, treat, and manage a wide range of injuries, illnesses, and environmental conditions, improving both short-term health and long-term vitality.
Roll d100 versus DR 100
Special (Level-Up health increase): Roll must exceed target’s current health score to grant bonus health when leveling.
On success, you can:
Special (Permanent Health Increase): Once per level-up per ally character, you may attempt to increase the target's Max Health by 1d3
-20 to DR if target is a familiar species and condition is well-documented
+10 to +30 to DR depending on severity, unfamiliar physiology, complexity
+20 to DR if working under pressure or battlefield conditions
For the level up health increase, target must have been part of your group and must have followed your medical advice (might not work if there is a lot of alcohol, performance enhancing drugs etc.)
Level-up health increase attemp: target has current health 65 - Roll must be 65+
Roll = 91 → Success → Add 1d3 to target’s max health permanently.
Treating radiation exposure from an energy-based trap
General Medicine encompasses holistic medical knowledge, from treating infections and stabilizing trauma to managing chronic conditions or toxic exposure. Unlike emergency triage (First Aid), this skill allows a deeper diagnosis and tailored care that can improve performance and recovery over time.
This skill shines in prolonged campaigns, wilderness exploration, and alien environments where magical or technological healing is unavailable. The special level-up health bonus adds long-term strategic value to the medic's presence in the party.
General Medicine is often the glue that holds a team together in harsh or unpredictable environments, especially when paired with specialist skills like Toxicology, Nanodisease Treatment, or Pharmacy.
Not optimized for sequencing
No direct counters