🧠 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
- Identify the injury and choose a treatment from the 📋 Treatment Table
- Use the required items via Quick Slots, First Aid Kit / Doctor’s Bag internal slots, or 🎒 Manage Inventory
- Roll an 🧠 INT + ⚕ Medicine Test against the treatment’s 📊 DC (modified by treatment quality)
- 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 Quality | Definition | 📊 DC Modifier |
|---|---|---|
| Proper | All required items used | 0 (default) |
| Adequate | Most items used, missing a non-critical one | +3 |
| Improvised | Minimal items (at least 1 medical item) | +6 |
| Bare Hands | No 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 Bonus | Internal Slots |
|---|---|---|
| First Aid Kit | +2 | 2 |
| Doctor’s Bag | +5 | 3 |
These items do not have charges. They are permanent tools that hold your medical supplies and make you more effective at using them.
Related Systems
- Medical Treatment — the action used to perform treatments
- 📋 Treatment Table — all available treatments and their requirements
- Stabilize — saving 💀 Dying creatures
- 🤕 Injuries — how injuries work
- 🔨 Crafting — crafting medical items at a Chemistry Station
- Scavenging — finding medical items in the Wasteland
- 🛌 Rest — mending injuries during 🏕 Long Rest