You can patch up wounds and help people recover from diseases and poisons.
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
Stabilize Attempt a Medical Science check on a creature that has Negative Wound Points and the dying condition. The DC is 15 + the target's negative wound points.
Stop Bleeding Attempt a Medicinal science check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC 10+the last persistent bleed damage the creature took.
You attempt a skill check to try to remember a bit of knowledge regarding diseases, injuries, poisons, and other ailments. The GM determines the DCs for such checks.
You can use Research to learn information from books, the Internet, or other standard sources. Research allows you to navigate a library, an office filing system, a newspaper archive, or the the Internet. It doesn't include talking to people and asking questions; that's handled by Interaction or roleplaying encounters.
Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where you are conducting your research. Different locations will adjust the DCs, and allow you reroll a failed Research check.
Information ranges from general to protected. Given enough time (usually 1 hour) and a successful skill check, you can gain a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that you have a way to acquire restricted or protected information.
Critical Success You find the specific information you were searching for, such as a specific record, map, or article.Success You discover useful and relevant information that advances your research.Failure You fail to make any progress on your research.Critical Failure You are lead wildly off-tangent in your research, and undo 1d4 previous successful research checks related to this topic.You can attempt to remove the dazed, stunned, or unconscious condition from another character. A successful check removes the dazed, stunned, or unconscious condition from an affected character. You can't revive an unconscious character who is over the limit of their stun damage.
With a surgery kit, you can conduct field surgery. This application of the Medical Science skill carries a -4 penalty, which can be negated with the Surgery feat. Surgery restores 1d8 Wound Points per hour with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. If the character does not have the appropriate kit, there is an additional -4 penalty on the check.
Critical Success: The target is successfully healed. They recover quickly, and only have the fatigued condition applied for 6 hours following the surgery.Success: The target is successfully healed, but the stress of surgery applies the fatigued condition for 24 hours after the surgery.Critical Failure: The target takes 1 point of Wound Damage.You spend at least 8 hours caring for a diseased creature. Attempt a Medicine Science check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next Endurance Check against the disease.
Critical Success You grant the creature a +4 circumstance bonus to its next Endurance Check against the disease.Success You grant the creature a +2 circumstance bonus to its next Endurance Check against the disease.Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next Endurance Check against the disease.You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Injury actions until you next take a Short Rest.
The Medical Science check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm or treating magically cursed wounds.
The result of your Medicine check determines how many Vigor Points the target regains.
Critical Success The target regains 4d8 Vigor Points and 1d8 Wound PointsSuccess The target regains 2d8 Vigor Points and 1 wound point.Critical Failure The target takes 1d8 Vigor Points in damage.You treat a patient to prevent the spread of poison. Attempt a Medical Science check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts an Endurance Check against the poison.
Critical Success You grant the creature a +4 circumstance bonus to its next Endurance Check against the poison.Success You grant the creature a +2 circumstance bonus to its next Endurance Check against the poison.Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next Endurance Check the poison.