Natural Healing
Lifeblood: Lifeblood damage is automatically recovered at a rate of (1 point + Constitution modifier) per full week of rest. If the character has a negative Constitution modifier, the character will require a number of full weeks of rest equal to (numeric value of Con modifier +1) to heal one point of Lifeblood damage. Characters do not recover Lifeblood damage for any period of time not spent in complete rest.
Stamina: Stamina is automatically recovered at a rate of (1 point + Constitution modifier) per character level, per hour of rest. If the character has a negative Constitution modifier, the character will require a number of hours equal to (numeric value of Con modifier +1) to heal one point of Stamina. Characters do not recover Stamina damage for hours not spent in complete rest.
Temporary Ability Damage: Temporary ability damage is automatically recovered at a rate of (1 point + Constitution modifier) per full day of rest for each damaged ability score. If the character has a negative Constitution modifier, the character will require a number of full days of rest equal to (numeric value of Con modifier +1) to heal one point of temporary ability damage for each damaged ability score. Characters do not recover temporary ability damage for days not spent in complete rest.
Skill: T/Medical (Edu)
Check: The DC and effect depend on the task attempted.
Revive Dazed, Stunned, or Unconscious Character (DC 5, plus Lifeblood damage): With a medical kit (or a first aid kit at a -2 penalty), the character can remove the dazed, stunned, or unconscious condition from a character. A successful check removes the dazed, stunned, or unconscious condition from an affected character. When reviving an unconscious character, the patient's Stamina is raised to one (1). For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional 1d4 Stamina damage, in addition to the previously stated effect. The character can�t revive an unconscious character who is at �1 Lifeblood damage or lower without first stabilizing the character, see below. This check is a full-round action.
Stabilize Dying Character (DC 5, plus Lifeblood damage): With a medical kit, a character can tend to a character who is dying, i.e. in the process of bleeding out as Lifeblood drops below zero. As a full-round action, a successful T/Medical check stabilizes another character, bringing their Lifeblood total up to one (1). For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional one point of Lifeblood damage, and the patient becomes conscious (Stamina raises to one), if they were previously unconscious. The character must have a medical kit to stabilize a dying character. Failing this check by ten points or more inflicts an addition point of Lifeblood damage, and the patient is not stabilized.
Restore Damage (DC 10, plus Lifeblood damage): With a medical kit, if a character has suffered Stamina damage, the character can restore some of the lost Stamina. A successful check, as a full-round action, restores 1d6 Stamina damage, one point of temporary ability damage (for one stat only) and one point of Lifeblood damage. For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional 1d6 Stamina damage, one point of temporary ability damage and one point of Lifeblood damage. The number of points restored in any one category can never exceed the character�s normal maximum totals or ability scores. The character must have a medical kit to stabilize a dying character. This application of the skill can be used successfully on a character only once per day. Attempting this application more than once a day, or failing this check by ten points or more requires the patient to make a Fortitude save (DC 20) or receive an addition 1d6 Stamina damage and one point of Lifeblood damage, instead of the benefit of this application of the T/Medical skill. The use of Medical Drug counts as a successful application of the skill in this fashion.
Surgery (DC 15, plus Lifeblood damage): With a surgery kit, a character can conduct field surgery. This application of the T/Medical skill carries a �4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative Lifeblood damage, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 Stamina damage and one point of Lifeblood damage for every character level of the patient (up to the patient�s full normal Stamina and Lifeblood totals) with a successful skill check. Additionally, one point of permanent ability score damage becomes a point of temporary ability drain, per ability score. For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional 1d6 Stamina damage and one point of Lifeblood damage, and one more point of permanent ability score damage becomes a point of temporary ability drain, per ability score. Surgery can only be used successfully on a character once in a 24-hour period. Attempting this application more than once a day, or failing this check by ten points or more requires the patient to make a Fortitude save (DC 20) or suffer an addition 1d6 Stamina damage and one point of Lifeblood damage, and the patient is no longer considered stabilized if their Lifeblood is below zero. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Revive Recently Dead Character (DC 20, plus damage sustained): Damaged sustained may be either Lifeblood or temporary ability damage; use whichever is the cause for the patient's recent demise. If a character has suffered sufficient Lifeblood or temporary ability damage to lead to a patient's death, an experienced doctor might allow the patient a second chance at life. A successful check, as action taking a full minute, allows the patient the chance to make a Fortitude save (DC 15, plus two per minute that has passed since the event of the patient's death. This application of skill does not 'stop the clock', so to speak.) For every ten points that the T/Medical check exceeds the base DC, the patient recieves a +1 circumstantial bonus on their Fortitude save. If the patient succeeds in making their Fortitude save, the patient's condition shifts from death upward to -1 Lifeblood, 0 Stamina, and a one (1) in any ability score that had dropped below one. The patient's condition will then continue to deteriorate, unless the patient receives additional medical attention that stabilizes his condition. This application of the skill can be used successfully on a character more than once per day, but each attempt carries a cumulative -5 circumstance penalty, which only goes away after the patient has successfully received Long-Term Care.
Long-Term Care (DC 5, plus Lifeblood damage): With a medical kit, the successful application of this skill allows a patient to recover Lifeblood, Stamina and temporary ability damage at an advanced rate of twice the normal healing per day. For every ten points that the T/Medical check exceeds the base DC, the patient's rate of recovery increases by another multiple (making the skill check by ten grants three times the normal rate of healing; making it by twenty grants four times the normal rate of healing, etc.) A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care. Failing this check by ten points or more requires the patient to make a Fortitude save (DC 20) or receive no recovery at all for that day of rest of care. To heal Lifeblood at an accelerated rate, the patient must receive a successful Long-Term Care application of the T/Medical skill for seven consecutive days. (The lowest T/Medical skill check, whether successful or not, over a period of seven consecutive days is used to determine the effects of Long-Term Care on Lifeblood.) A character can tend up to as many patients as he or she has ranks in the skill. The patients need to spend all their time resting. The character needs to devote at least a half-hour of the day to each patient the character is caring for.
Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a T/Medical check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character�s check succeeds, the treating character provides a bonus on the diseased character�s saving throw equal to his or her ranks in this skill.
Treat Poison (DC 15): A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison�s secondary effect, the treating character first makes a T/Medical check as a full-round action. If the treating character�s check succeeds, the character provides a bonus on the poisoned character�s saving throw equal to his or her ranks in this skill.
Revive From Cold Sleep (DC 10): A character can bring a patient out of cold sleep without risk of dying. If the character fails, or if someone attempts to revive the patient without a skilled character present, the patient must make a Fortitude save (DC 10) to survive the transition. Failing the Fortitude save results in death for the patient.
Perform Outstanding Feats of Medical Prowess (DC 30+): A character can perform outstanding feats of medical prowess, assuming that the conditions are correct. The actual DC for such a feat is established by the Referee, and then further modified as listed below. The time required for such miraculous feats is variable, but generally takes as long as surgery does, at a minimum. This can be used for such wide and varied actions as restoring a point of permanent ability damage, regenerating lost limbs or organs, restoring lost senses, installing cybernetic prosthetics, and so forth.
Try Again?: Yes, for restoring Stamina damage, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training he or she needs to use T/Medical to help a wounded character by means of an operation. While it is possible to perform surgery without the feat, the chances of success are reduced.
A character can take 10 when making a T/Medical check. A character can take 20 only when attempting to revive dazed, stunned, or unconscious characters. Long-term care, restoring damage, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a �10 penalty on the check.
A character can use the T/Medical skill on his or herself only to restore damage, treat disease, or treat poison. The character takes a �5 penalty on their skill check any time they treat themselves.
Time: T/Medical checks take different amounts of time based on the task at hand, as described above.
Additional Modifiers: In addition to the modifiers given above, T/Medical skill checks are modified as follows.
Situation | Skill Check Mod |
Under Fire (or similar stress) | -10 (-5 if the character has the Combat Medic feat) |
Rushed | -10 (-5 with Combat Medic; full-round actions become standard actions) |
Appropriate Antitoxin Available | +10 |
Chronic Condition | -5 |
Exotic Complications | -5 or more |
Applying Skill To Self | -5 |
Performing Surgery | -4 (unless the character has the Surgery feat) |
Treating Alien Species | -4 (unless the character as the appropriate Xeno-medicine feat) |
No Proper Medical Kit Present | -10 |
Using First Aid Kit | -2 |
Hospital | +4 |
TL of Character's Medical Training |
TL0-4 | -4 |
TL5-7 | -2 |
TL8-12 | +0 |
TL13-15 | +2 |
TL16+ | +4 |
Using Equipment of TL Higher or Lower Than Character's Medical Training |
Primitive (Lower TL) Equipment | -2 per tech level drop |
Advanced (Higher TL) Equipment | -4 per tech level rise |
Medical Technology
Medical Drug: Can heal 1d6 Stamina and one point of Lifeblood damage, as if the patient had received a successful "Restore Stamina damage" application of the T/Medical check. If the drug is taken within twenty-four hours of a successful "Restore Damage" application of the T/Medical skill, either at the hands of a medical expert or via a previous dose of Medical Drug, the user must make a Fortitude save (DC 20) or immediately fall unconscious (reducing Stamina to 0) and suffer 1d6 Lifeblood damage. Otherwise, as per the description in the Traveller's Handbook.
Personal Medikit: A personal medikit will allow the patient to act as if their Constitution modifier were two (2) points higher for the purposes of calculating their natural Stamina recovery rate, see above. In addition, it provides a +5 circumstance bonus to all Fortitude saving throws against the effects of poison or disease, assuming the medikit is activated at the time the saving throw is required. Otherwise, as per the description in the Traveller's Handbook.
AutoDoc: The autodoc performs all of the applications of the T/Medical skill detailed above, as if it had 12 skill ranks in T/Medical, a 10 Edu, and the Surgery feat. Otherwise, as per the description in the Traveller's Handbook.
Feats, Rewritten
Surgery
The character is trained and qualified to perform most types of surgery.
Requirements: T/Medical skill rank of 8+.
Benefit: The character may perform surgery competently.
Normal: Anyone performing surgery without this feat suffers a -4 penalty on their T/Medical check.
Medical Specialization
The character is highly trained in a specialized field of medical expertise.
Requirements: T/Medical skill rank of 10+.
Benefit: The character gains a +4 bonus to their T/Medical checks in circumstances dealing with a field of medical specialization.
Note: This feat can be taken more than once. Each time, it must be applied to a different field of medical expertise.
New Feats
Combat Medic
The individual has been trained in the administration of emergency medical care under abnormal conditions.
Requirements: T/Medical skill rank of 1+.
Benefit: This feat lowers the penalty for both "Under Fire" and "Rushed" conditions on T/Medical skill checks from -10 to -5, as the character has been trained in emergency medical response.
Normal: Characters making T/Medical checks suffer a -10 penalty to their T/Medical skill checks when under fire or rushing.
Cybersurgery
The character is trained and qualified to perform surgery involving cybernetic and bionic prosthetics.
Requirements: T/Medical skill rank of 10+, T/Robotics skill rank of 5+, Surgery.
Benefit: The character gains a +4 bonus to their T/Medical checks in circumstances that involve the installation or surgical maintenance of cybernetics or bionics.
Medical Expert
The character has specialized in various forms of medical care.
Benefit: The character gets a +2 bonus on all T/Medical and K/Pharmacology skill checks.
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