All Information Below On This Page Is Medical Skill Levels, And Their Injury Capability
All Information Below On This Page Is Medical Skill Levels, And Their Injury Capability
SKILL LEVELS
This is hindered by your characters background and profession. They can also get knowledge by experience as well and learning the craft.
Good Way To Get Better Is Treating An Injury 1 Skill Level Above Yours. You Can Technically Treat Someone As Long As You Win A Dice Roll. But That Doesnt Mean 1 Knowledge Cant Do 6 Knowledge, But 1 Knowledge Can Attempt 2 Knowledge. For 0 Knowledge To Get Better, They Must Be Taught By Someone Or Teach Themselves By Studying.
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0 Knowledge [Untrained/Stupid] = Auto-Fail - No medical knowledge — can only apply basic pressure
1 Knowledge [Basic Knowledge] = D4 - Survivor with bandages or self-taught first aid
2 Knowledge [Novice] = D6 - Basic training, Hard earned medical experience
3 Knowledge [Trained] = D8 - Faction medic, regular practice with tools
4 Knowledge [Adept] = D10 - Experienced field doctor, pro knowledge in medications
5 Knowledge [Expert] = D12 - Veteran surgeon, good kit and steady hands
6 Knowledge [Master] = D20 - Pre-takeover trained doctor or genius medic (very rare)
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SKILL LEVEL 0 INJURIES
These are injuries that Level 0 Knowledge has a chance of treating
Auto Fail
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Capable Of This Level
Most survivors
Raiders who only know how to slap a bandage on
Kids, civilians, or fresh characters with no medical experience
Anyone who’s never touched a first-aid kit
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Treatable Injuries
Nothing
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SKILL LEVEL 1 INJURIES
These are injuries that Level 1 Knowledge has a chance of treating
D4
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Capable Of This Level
Everyday survivors who’ve patched themselves up a few times
Low-rank faction members
Lone wanderers who carry a personal medkit
Farmers or traders who’ve learned the bare minimum
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Treatable Injuries
Minor Cuts / Scrapes
Bruises / Contusions
Grazes / Superficial Bullet Wounds
Abrasions (Road Rash)
Light Burns (1st Degree)
Mild Sunburn / Low-Level Radiation Burn
Sprains / Twisted Ankle or Wrist
Minor Nosebleed
Small Splinters / Embedded Debris
Mild Concussion (Light)
Insect Bites / Stings
Minor Frostbite (Early Stage)
Mild Dehydration
Mild Food Poisoning
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SKILL LEVEL 2 INJURIES
These are injuries that Level 2 Knowledge has a chance of treating
D6
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Capable Of This Level
Self-taught medics who’ve read a pre-war first-aid book
Mid-rank faction grunts with basic field training
Mutants who’ve learned human anatomy the hard way
Ex-raiders trying to go legit in a settlement
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Treatable Injuries
Deeper Lacerations
Simple Fractures (Hairline)
Dislocated Joints
Controlled Arterial Bleeding
Early-Stage Infections
2nd Degree Burns
Moderate Radiation Sickness
Moderate Concussions
Severe Sprains / Strains
Heat Exhaustion
Moderate Dehydration
Severe Food Poisoning
Minor Internal Bruising
Early Frostbite (Superficial)
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SKILL LEVEL 3 INJURIES
These are injuries that Level 3 Knowledge has a chance of treating
D8
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Capable Of This Level
Official faction medics
Settlement doctors who run small clinics
Experienced wasteland travelers who’ve treated dozens of gunshot wounds
Former pre-war nurses or combat medics who survived the flash
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Treatable Injuries
Gunshot Wounds (Limb or Torso, Non-Vital)
Simple Bone Fractures (Clean Breaks)
Stab Wounds (Deep but Non-Organ)
Moderate Infections
2nd Degree Burns (Partial Thickness)
Moderate to High Radiation Sickness
Moderate Concussions with Vomiting
Severe Bleeding (Non-Arterial)
Dislocated Shoulders / Knees (Reduction)
Appendicitis (Early Stage)
Pneumothorax (Tension, Needle Decompression)
Severe Lacerations Requiring Stitches
Early Sepsis (With Antibiotics)
Compound Fractures (Basic Setting)
Moderate Internal Bleeding (Stabilization Only)
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SKILL LEVEL 4 INJURIES
These are injuries that Level 4 Knowledge has a chance of treating
D10
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Capable Of This Level
Senior faction medics
Leaders of medical outposts or traveling doctors
Rare independent surgeons who charge CREDS for their services
Veterans who’ve spent years in active warzones
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Treatable Injuries
Penetrating Gunshot Wounds (Vital Areas, Non-Immediate Lethal)
Compound Fractures (Open Breaks)
Deep Stab Wounds (Organ Proximity)
Severe Infections / Early Sepsis
3rd Degree Burns (Full Thickness, Small Area)
High Radiation Sickness
Severe Concussions (With Loss of Consciousness)
Major Arterial Bleeding (Tourniquet + Repair)
Collapsed Lung (Chest Tube Equivalent)
Internal Bleeding (Temporary Stabilization)
Complicated Dislocations (With Nerve Damage)
Acute Appendicitis (Field Removal)
Severe Hypothermia
Advanced Frostbite (Tissue Loss Risk)
Major Trauma Shock
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SKILL LEVEL 5 INJURIES
These are injuries that Level 5 Knowledge has a chance of treating
D12
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Capable Of This Level
Elite faction surgeons
Legendary doctors known by name across regions
Pre-war military surgeons or scientists who escaped bunkers
Extremely rare “miracle workers” that factions fight to recruit
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Treatable Injuries
Severe Penetrating Trauma (Multiple Gunshots/Stabs)
Complex Compound Fractures
Major Organ Lacerations (Liver, Kidney, Intestine)
Advanced Sepsis / Blood Poisoning
3rd Degree Burns (Large Area or Critical Zones)
Very High / Near-Lethal Radiation Sickness
Traumatic Brain Injury (With Swelling)
Ruptured Spleen or Appendix (Full Removal)
Major Vascular Repair (Artery Grafts)
Severe Internal Bleeding (Surgical Control)
Deep Chest Trauma (Open Pneumothorax)
Advanced Hypovolemic Shock
Compartment Syndrome (Fasciotomy)
Severe Hypothermia with Cardiac Risk
Extensive Frostbite (Deep Tissue Damage)
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SKILL LEVEL 6 INJURIES
These are injuries that Level 6 Knowledge has a chance of treating
D20
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Capable Of This Level
Near-mythical pre-takeover doctors preserved in cryo or hidden bunkers
Genius collective with perfect anatomical knowledge
Absolute top-tier specialists
Characters that are basically walking legends — very few exist
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Treatable Injuries
Lethal Head Trauma (Survived)
Cardiac Arrest / Heart Rupture
Complete Spinal Cord Severance
Multi-Organ Systemic Failure
Extreme Lethal Radiation Poisoning
Limb Amputation & Prosthetic Attachment
Intracranial Brain Surgery
Aortic / Major Artery Rupture Repair
Total Limb Reattachment
Advanced Traumatic Brain Injury
Full-Body Catastrophic Burns
Irreversible Hypovolemic Shock Revival
Cryogenic Freeze-Thaw Damage
Explosive Trauma (Full Decompression)
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