Medical

Originally Published:  2009-01-11
Last Updated:  2010-11-07
Original Concept:  GDW, Inc.
Final Design:  GDW, Inc.

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ClusterMedical
Controlling Attribute(s) EDU
Restrictions:  None

The Medical skill allows for the treatment of wounds and diseases. It is broken into three cascades: Diagnosis, Trauma Aid, and Surgery.

Diagnosis reflects a familiarity with injuries, diseases, allergies, and other maladies, and their treatments. Diagnosis also covers pharmaceutical knowledge that allows the prescription of drugs and knowledge of their interactions.

Trauma Aid reflects expertise in first aid, shock treatment and the stabilizing of patients for transfer to a location where more comprehensive care is available. This is the cascade of choice for combat medics and corpsmen.

Surgery is the aspect of the Medical skill that allows repairs to be made to injured bodies, as well as more advanced procedures such as transplants, implants, biological modifications, and twisted applications like vivisection. This skill is used in combination with Electronics skill to allow cybernetic implants.

To attempt a Medical task on an unfamiliar form of life is a Formidable or Impossible task, depending upon what is being attempted. If the organism is broadly similar to terrestrial animals (i.e., a carbon-based, oxygen-breathing, water-drinking creature), a Biology roll of at least Difficult level can enable the task. If the creature is radically different from terrestrial animals (for example, a creature that metabolizes ammonia or combusts in an oxygen atmosphere), the Xeno-Biology skill must be used instead. Failure of either of these rolls can indicate that there were no materials (drugs, breathable atmosphere, plasma, saline solution, etc.) that were compatible with the creature that could be used during the procedure, or that figuring out how the creature worked took too long, and it just died.

For purposes of Medical skill, humans and Terran organisms are considered to be the default for the expertise of human characters. The Aslan, Vargr, Droyne, K'kree, and Hivers are all broadly terrestrial in that they have nerves, blood, internal organs, etc., that work in similar fashions. While a Medical task on a Vargr would not require a Biology enabling roll for a human doctor, a task on any of the four other races would. Likewise, a doctor must make a Biology roll to enable an operation on a human.

For the treatment of wounds, see the Wounds and Damage section for details. Diseases are left to the referee's discretion.

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