🧠 INT Skill

Used to treat injuries and save lives

Milestones

Level 3

Trained Medic

When you use a medical item to treat an 🤕 Injury and fail the Test, the medical item is not consumed (unless the roll is a 🎭 CRITFAIL).

+1 💚 Heal Bonus

Level 5

Leave No Man Behind

When performing Stabilize or Medical Treatment, you may attempt to move the target to a safer location (up to 2m) in the same action. The 🏋️ Athletics Test to do this will be done with Advantage.

+1 💚 Heal Bonus

Level 7

Advanced Care

Once per encounter, when you successfully treat an 🤕 Injury, you may treat another 🤕 Injury on the same target in the same action. The second 🤕 Injury must be of the same severity or less. You must have the required items for both treatments.

+1 💚 Heal Bonus

Level 10

Back in the Saddle

When you Stabilize a 💀 Dying creature, they will be given a turn immediately after you end your turn.

+1 💚 Heal Bonus


Treating Injuries

Medicine is used to treat 🤕 Injuries using the Medical Treatment action. Choose a treatment from the 📋 Treatment Table, use the required medical items, and roll an 🧠 INT + ⚕ Medicine Test.

How Treatment Works

  1. Identify the injury and choose a treatment from the 📋 Treatment Table
  2. Use the required items via Quick Slots, First Aid Kit / Doctor’s Bag internal slots, or 🎒 Manage Inventory
  3. Roll an 🧠 INT + ⚕ Medicine Test against the treatment’s 📊 DC (modified by treatment quality)
  4. Apply results — injury is mended on success, items are consumed regardless (unless Trained Medic milestone prevents it on failure)

The ⚡ AP cost of treatment is the sum of all used items’ ⚡ AP costs. The Medical Treatment action is ⚡ Overflowable, so treatments that exceed your remaining ⚡ AP will carry into your next turn.

+3 ⚡ AP if any item used is not in a Quick Slot or a First Aid Kit / Doctor’s Bag internal slot.

Heal Bonus

💚 Heal Bonus is additional healing applied to both HP and 💔 Cripple Threshold when an injury is successfully mended. It does not apply when using items purely for HP recovery on a target with no injuries to mend.

Source💚 Heal Bonus
Medicine milestones+1 per milestone (+4 total at rank 10)
First Aid Kit+2
Doctor’s Bag+5

💚 Heal Bonus triggers once per injury mended — not once per item used.

Treatment Quality

The quality of your treatment depends on how many of the required items you have:

Treatment QualityDefinition📊 DC Modifier
ProperAll required items used0 (default)
AdequateMost items used, missing a non-critical one+3
ImprovisedMinimal items (at least 1 medical item)+6
Bare HandsNo medical items at all+9

The Trained Medic milestone (Medicine +3) upgrades Improvised treatments to Adequate quality, replacing the +6 penalty with +3.

Self-treatment is always done with Disadvantage on the Medicine Test.

Utility Items

The First Aid Kit and Doctor’s Bag are reusable utility tools that provide 💚 Heal Bonus when mending injuries and offer internal slots for quick access to medical supplies.

Utility Item💚 Heal BonusInternal Slots
First Aid Kit+22
Doctor’s Bag+53

These items do not have charges. They are permanent tools that hold your medical supplies and make you more effective at using them.