Medicine
You patch up wounds and help people recover from disease and poison. For each rank in this skill you gain 1 level of Advantage on Lore checks about diseases, injuries, poisons and other ailments.
Forensics. You can examine a body for evidence such as wound patterns by spending 10 minutes or more (GM's call). This is most useful for working out how someone was injured or killed.
Actions
Perform First Aid (Manipulate)
Requires: Healer's tools or 1 SUP.
You give first aid to an adjacent creature that is Bleeding or Dying. If it is both, choose which to treat before you roll. Stabilize: DC 15, on a Dying creature. Stop Bleeding: DC 10, on a Bleeding creature.
Critical Success: Stop Bleeding: the persistent bleed damage ends and the creature regains 1d4 HP. Stabilize: as a success.
Success: Stabilize: the creature becomes Stable. Stop Bleeding: the persistent bleed damage ends.
Critical Failure: Stabilize: the creature gains 1 level of Exhaustion. Stop Bleeding: the creature immediately takes the condition's damage again.
Treat Exhaustion (Exploration, Healing, Manipulate, Trained)
Requires: Healer's tools, at least 1 SUP, and completing a short rest.
During a short rest you can treat a number of creatures suffering from Exhaustion equal to half your Ranks in Medicine (round up). Roll Medicine against DC 20 and spend 1 SUP for each creature treated.
Critical Success: Each treated creature that also finished the short rest recovers 2 more levels of Exhaustion.
Success: Each treated creature that finished the short rest recovers 1 more level of Exhaustion.
Failure: No benefit, and you lose half the SUP you would have spent (round up).
Critical Failure: You spend all the SUP, and each treated creature must succeed a DC 10 flat check or get no benefit from its short rest (which still counts toward its limit).
Treat Disease (Manipulate, Downtime, Trained)
Requires: Healer's tools and 1 SUP.
You spend at least 8 hours caring for a diseased creature, then roll Medicine against the disease's DC.
Critical Success: The creature makes another save against the disease with 3 levels of Advantage.
Success: The creature makes another save against the disease with 1 level of Advantage.
Critical Failure: The creature has 1 level of Disadvantage on its next save against the disease.
Treat Poison (Manipulate, Trained)
Requires: Healer's tools and 1 SUP.
You treat a patient to slow the poison's spread. Roll Medicine against the poison's DC. Once you've tried, you can't try again on that creature until after its next save against the poison.
Critical Success: The creature has 3 levels of Advantage on its next save against the poison.
Success: The creature has 1 level of Advantage on its next save against the poison.
Critical Failure: The creature has 1 level of Disadvantage on its next save against the poison.
Treat Wounds (Exploration, Healing, Manipulate, Trained)
Requires: Healer's tools.
You spend 10 minutes treating one injured living creature (yourself, if you like). The creature then can't benefit from Treat Wounds again for 1 hour, counted from when you started, so a patient can be treated once an hour. The DC is 15, though the GM may change it for the situation. With 2 or more Ranks in Medicine you can choose DC 20 to heal 10 more HP; with 5 or more, DC 25 to heal 30 more; with 9 or more, DC 30 to heal 50 more. The damage on a critical failure stays the same.
Critical Success: The target regains 4d8 HP (plus the extra for a higher DC).
Success: The target regains 2d8 HP (plus the extra for a higher DC).
Failure: With 2 or more Ranks in Medicine, the target still regains HP equal to twice your Ranks in Medicine. Otherwise nothing happens.
Critical Failure: The target takes 1d8 damage.