Intensive Care
This sub-discipline reflects a medic’s knowledge and ability to administer emergency first aid to a critically injured person, including working knowledge of stasis units. Should another character in the medic’s group be knocked out with zero or less HP, the group’s medic may make an
Intensive Care Check to curtail or prevent that character’s slide towards death. The DC of the Check is 50 plus however many points of HP the patient is below full HP (or 100 plus negative HP if an attempt is being made at putting the character in stasis). The patient will gain or lose one-tenth the amount of success/failure of the roll in HP, rounding up. If an attempt at stasis fails, the character suffers immediate cold-exposure damage (
10 severity levels equivalent; see Chapter 12.4.2). Otherwise, they are in stasis and considered incapacitated until revived by the doctor.
Long Term Care
This sub-discipline reflects a medic’s ability to handle the medical needs of the people under the medic’s care, whether or not the medic is actively treating their wounds or not.
Long Term Care Checks are made to actively treat patients. The DC of a
Long Term Care check is 50 plus a number equal to the amount of HP the patient is below their maximum HP level (or 100 plus this amount in a terrain vehicle). If the Check fails, the patient restores no HP that turn. This Check has critical potential: in the event of a critical failure, the patient loses one-tenth the amount of the failure in HP. A successful check restores a number of HP equal to the degree of success, up to the character’s maximum HP level. Each ten points added to the medic’s
Long Term Care sub-discipline adds a +1 HP bonus to the natural healing rate of any wounded character in the medic’s group that is not actively being treated.
Toxicology
This sub-discipline reflects a medic’s familiarity with toxins of various types and their ability to detect and treat said toxins in various different species, particularly common types of venom and poison. A
Toxicology Check may be made by a group’s medic to counter the effects of any poison that any member of their crew may be exposed to during the course of an adventure. The DC of the Check depends upon what the medic is attempting to do, and how complex the poison is (
for a partial list of poisons, see Chapter 12.4.2).
Pathology
This sub-discipline reflects a medic’s familiarity with pathogens of all types and their ability to detect and treat said pathogens in various different species. A
Pathology Check may be made by a group’s medic to counter the effects of any disease or other contagion that any member of their crew may be exposed to during the course of an adventure. The DC of the Check depends upon what the medic is attempting to do, and how virulent the pathogen is (
for a partial list of common pathogens and their effects, see Chapter 12.4.2). Note that in some cases, a
Pathology Check may also be used to prevent a pathogen from infecting an entire crew.
Psychology
This sub-discipline reflects a medic’s familiarity with various types of mental disorders, whether naturally occurring or induced by certain conditions, as well as their ability to detect and treat these disorders in various different species. A
Psychology Check may be made by a group’s medic to counter the effects of any psionic attacks or mental disease that any member of their crew may be exposed to during the course of an adventure. The DC of the Check depends upon what the medic is attempting to do (
for a brief discussion of psionics, see Chapter 12.4.2). Note that in some cases, a
Psychology Check may also be used to curtail a psionic effect before it becomes too pronounced.
Primatology
This sub-discipline reflects a medic’s familiarity with the anatomy and structure of mammalian creatures, particularly primates. This knowledge can be used to speed the healing of Human crewmembers, as well as reducing any penalties that may occur when healing Human crewmembers. For every ten points spent on
Primatology, the amount of time it takes to fully heal a Human crewmember is reduced by one hour, reduces any healing penalties by one, and acts as a +1 bonus to
Intensive Care and
Long Term Care Checks for Human crewmembers.
Entomology
This sub-discipline reflects a medic’s familiarity with the anatomy and structure of insectoid creatures. This knowledge can be used to speed the healing of Veloxi crewmembers, as well as reducing any penalties that may occur when healing Veloxi crewmembers. For every ten points spent on
Entomology, the amount of time it takes to fully heal a Veloxi crewmember is reduced by one hour, reduces any healing penalties by one, and acts as a +1 bonus to
Intensive Care and
Long Term Care Checks for Veloxi crewmembers.
Herpetology
This sub-discipline reflects a medic’s familiarity with the anatomy and structure of reptilian creatures. This knowledge can be used to speed the healing of Thrynn crewmembers, as well as reducing any penalties that may occur when healing Thrynn crewmembers. For every ten points spent on
Herpetology, the amount of time it takes to fully heal a Thrynn crewmember is reduced by one hour, reduces any healing penalties by one, and acts as a +1 bonus to
Intensive Care and
Long Term Care Checks for Thrynn crewmembers.
Herbology
This sub-discipline reflects a medic’s familiarity with the anatomy and structure of various forms of plant life. This knowledge can be used to speed the healing of Elowan crewmembers, as well as reducing any penalties that may occur when healing Elowan crewmembers. For every ten points spent on
Herbology, the amount of time it takes to fully heal a Elowan crewmember is reduced by one hour, reduces any healing penalties by one, and acts as a +1 bonus to
Intensive Care and
Long Term Care Checks for Elowan crewmembers.
Xenobiology
This sub-discipline reflects a medic’s familiarity and flexibility in determining and working with the anatomy and structure of exotic life-forms. This knowledge can be used to speed the healing of non-Arthling crewmembers, as well as reducing any penalties that may occur when healing non-Arthling crewmembers. For every ten points spent on
Xenobiology, the amount of time it takes to fully heal a non-Arthling crewmember is reduced by one hour, reduces any healing penalties by one, and acts as a +1 bonus to
Intensive Care and
Long Term Care Checks for non-Arthling crewmembers.
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