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.
Stabilize: Spend 2 actions to attempt a Medicine check on a creature that has Negative Wound Points and the dying condition. The DC is 15 + the target's negative wound points. On a success, they lose the Dying condition and become Stable. On a Critical Failure, they take 1 Wound damage.
Stop Bleeding: Spend 2 actions to attempt a Medicine 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. On a success, the creature immediately attempts a flat check to end the bleeding. On a Critical Failure, they immediately take their persistent bleed damage again.
You attempt a skill check to remember a bit of knowledge regarding diseases, injuries, poisons, and anatomy. Spend 1 Action and make a Medicine check to Recall Knowledge related to the medical sciences. The GM determines the DCs for such checks.
Critical Success: You recall the knowledge accurately and gain additional information or context.Success: You recall the knowledge accurately or gain a useful clue about your current situation.Critical Failure: You recall incorrect information or gain an erroneous or misleading clue.You can use Research to learn information from books, the Internet, archives, medical journals, or other standard sources to research pathogens or ailments. 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. Spend 1 Hour to make a Medicine check to Research and attempt to learn about a topic you specify. 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 to 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 exact, specific records or case studies you were looking for.Success: You discover useful information that advances your research.Failure: You make no progress.Critical Failure: You are led wildly off-tangent, undoing 1d4 previous successful research checks related to this topic.You can attempt to remove the dazed, stunned, or unconscious condition from another character. Spend 1 action to make a Medicine check against the DC of the effect that gave the target the condition (or a standard DC of 15, if this is unknown). On a success, the condition is removed. You cannot revive a character whose non-lethal damage exceeds their Vitality Points.
With a surgery kit, you can conduct field surgery. This application of the Medine skill carries a -4 penalty, which can be negated with the Surgery feat. Spend 1 Hour and make a DC 20 Medicine check. This DC may be increased further depending on the nature of the target's injuries. Surgery can only be used successfully a single targer once in a 24-hour period. If you do not have an appropriate surgery kit, there is an additional -4 penalty on this check.
Critical Success: The target is successfully healed 1d8 Wound Points. They recover quickly and are Fatigued for only 6 hours.Success: The target is successfully healed 1d8 Wound Points, but the stress of surgery applies the Fatigued condition for 24 hours.Critical Failure: You botch the procedure. The target takes 1 point of Wound damage.You spend at least 8 hours caring for a diseased creature to attempt a Medicine 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 misguided 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) and make a DC 15 Medicine check. The GM might adjust this DC based on the circumstances, such as treating a patient outside in a storm or treating magically cursed wounds. The target becomes temporarily immune to Treat Injury actions until you next take a Short Rest.
The result of your Medicine check determines how many Vigor Points the target regains.
Critical Success: The target regains 4d8 Vitality Points and 1d8 Wound Points.Success: The target regains 2d8 Vitality Points and 1 Wound Point.Critical Failure: The target takes 1d8 Vitality damage.You treat a patient to prevent the spread of poison. Spend 2 actions to attempt a Medicine 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.