Medical Skills


Animal Husbandry: This area of study provides the character with a knowledge of the care, feeding, breeding, reproduction, treatment, and behavior of domestic animals. This includes cattle, sheep, goats, horses, ducks, chickens, and similar creatures. Reduce the skill ability by half when caring for captive or injured wild animals. Base Skill: 35% + 5% per level of experience.
New West

Brewing: The making of fermented alcoholic beverages from grains or fruits; specifically beer, wine, mead, ale, and moonshine. Stronger alcohol, such as brandy, run, and whiskey, are not included, nor are champagnes or fine wines. The percentile indicates the chance of success; a failed roll means a bad batch of brew. A second percentile must be rolled to determine the quality; the higher the number, the better the brew. Base skill: 25%/30% + 5% per level of experience.
New West

Clinical Genetics: The character understands the basic principles of genetics and inherited traits, has memorized many of the 30,000 human genes, and has studied the causes of genetic diseases and deformities, as well as mutant genetics. Includes the skills necessary to operate gene scanners, computer genetic analysis devices, and gene therapy machines. The character starts out knowing the genetics of three creatures, usually the character's own and two others. Base Skill: 35% + 5% per level of experience. The character can learn the genetics of an additional creature at levels 3, 6, 9, 12, and 15.
After the Bomb

Criminal Sciences and Forensics: Basic knowledge of police skills including basic criminal law, fingerprinting, ballistics, and general investigative techniques. Forensic medicine is the methods and techniques which enable the character to find evidence regarding the cause of death, time of death, and other details when examining a corpse. Base Skill: 35% + 5% per level of experience. Requires: Biology, Chemistry, Analytical Chemistry, Advanced Mathematics, and Literacy.

Dentistry: The character knows how to examine and repair a wide range of teeth, as well as antlers, horns, and tusks. Includes training with all dental equipment, injecting pain blockers, making fillings, replacement teeth, braces (for straightening crooked teeth or tusks), and patches. The character will be well versed in veterinary dentistry as well, understanding the unique needs of carnivores, ruminants, and just about any mammal or lizard.
Special: Working with a weaponsmith or operator, it is possible to increase the damage inflicted by teeth, antlers, and tusks by 1D6, as well as the durability (+2D6+6 SDC), by adding sharp metal sheaths, points, blades, or spikes. Base Skill: 50% + 5% per level of experience.
After the Bomb

Entomological Medicine: Base Skill: 40% + 5% per level of experience.
Mutants in Orbit

Field Surgery: This skill reflects training in emergency life-saving surgical procedures that can be performed in the field to keep critically wounded characters alive. Given the proper tools, the character can perform amputations, suture torn arteries, check internal bleeding, cauterize wounds, give blood transfusions, and even install cybernetic implants (penalty of -15%). Field expedient surgery is a dangerous proposition that too often results in the death of the patient; therefore, field surgery is attempted only when it is the only chance a character has for survival. If the operation is successful, the patient will live long enough to be evacuated to a hospital. A failed roll means the immediate death of the patient. Base Skill: 16% + 4% per level of experience.
Coalition War Campaign

First Aid: Rudimentary medical treatment which includes how to bandage wounds, stop bleeding, administer CPR/artificial respiration, and use antiseptics and common anti-inflammatory drugs and pain-killers. Base Skill: 45% + 5% per level of experience.

Holistic Medicine: Training in the recognition, preparation, and application of natural medicines usually made from whole plants and/or their parts. The holistic doctor is basically a natural pharmacist and naturalist who creates drugs from vegetation and studies common ailments. He can find and use plants to create salves, balms, ointments, and lotions to soothe burns, boils, rashes, and insect bites, reduce swelling, as well as create local anesthetics, and to heal wounds faster (twice as quick as normal). Potions and tonics are created to settle upset stomachs, induce drowsiness, or hallucinations. The individual can also make alcohol and poison. The student of herbology also has a good knowledge of plant lore, and when and where to find healing plants, edible fruit, roots, and bark, as well as how to use and/or avoid dangerous flora. The character can also preserve foods and knows how to set and mend bones, bandage cuts, and suture cuts. Note: Plants are seasonal, and the right root or leaf may not be readily available in certain times of the year/season, or may be found exclusively in remote regions. Base Skill: 20% + 5% per level of experience. A failed roll means the treatment or concoction didn't work.

Hypnotism: A character with this skill is trained in the art of hypnotism. This is effectively the same as the psi-power of the same name. Note that an unwilling person cannot be hypnotized through this skill. In most cases, hypnotism requires that the subject of the hypnotism relax completely, sometimes by focussing on an object or the hypnotizer's voice. Only if the subject allows him/herself to be hypnotized can the hypnotizer roll for success. Base Skill: 32% + 4% per level of experience.
Original Skill

Juicer Technology: This is a medical specialty dealing with the Juicer conversion. This skill allows a doctor to supply the right drugs to a Juicer, recognize Juicer variants, and diagnose most Juicer side effects and syndromes. Note: the character must have both this skill and an M.D. in Cybernetics and/or Medicine to install/remove the bio-comp and other Juicer implants. Base Skill: 40% + 5% per level of experience.
Juicer Uprising

Medical Doctor: The medical doctor is a trained surgeon and has a doctorate in the medical sciences. Areas of training include: clinical skills, medical discipline, code of ethics, physiology, pathology, rudimentary pharmacology, laboratory skills, and techniques and methods of data collection. The M.D. also has a basic knowledge regarding cybernetics, and can remove and attach most cybernetic mechanisms (although at a penalty of -10%, and -40% on bionics). Base Skill: 60%/50% + 5% per level of experience. The first percentage number is the doctor's ability to accurately diagnose the problem. The second percentage is the doctor's ability to treat the problem. Requires: Biology, Pathology, Chemistry, Mathematics, and Literacy.

Medical Doctor in Cybernetics: This doctor is a specialist in the science of cybernetics and a master surgeon. The character has all the basic knowledge and requirements of the regular M.D., although his diagnostic skills are not as honed, but is a specialist in surgery for the removal of limbs and internal organs and the attachment of cybernetic replacements. He can also repair cybernetic prosthetics, if not badly damaged. Base Skill: 40/60% + 5% per level of experience. The first percentage number is the doctor's ability to accurately diagnose a non-surgical problem/illness. The second percentage is the doctor's ability to perform the surgery. The Cyber-Doc can also work on bionic implants and systems, but suffers a -15% penalty. However, by choosing the skill twice, plus Mechanical Engineering, he can become a Medical Doctor of Bionics, which adds a one-time bonus of +10% to the second percentile.

Medical Doctor of Psychiatric Medicine: This doctor is a specialist in the science of the mind. A doctor with this skill has all the basic knowledge and requirements of the regular M.D., although his diagnostic skills are honed more towards diagnosing mental disorders than the physical. The first percentage number indicates his skill in diagnosing the problem. The second percentage number is the doctor's skill in treating the problem. In RP terms, roll once on the first percentage at the start of treatment, then again on the second percentage at the end of each session of treatment. A successful roll indicates that the therapy has had some effect on the patient; in most cases, insanity is rarely cured, but can be controlled through the patient's will, with the psychiatrist's help. This doctor can treat many insanities, including psionically- and magically-induced insanity, obsessions, phobias, and affective disorders. Combined with the Hypnotism skill or Psi-power, multiple personalities can be treated as well, but with -15% effectiveness. Base Skill: 60%/30% + 5% per level of experience. Requires: Medical Doctor.
Original Skill

Paramedic: An advanced form of emergency medical treatment which includes all First Aid techniques, the setting of broken bones, suturing of wounds, use of oxygen and emergency medical equipment, administering of drugs, knowledge of how to move a critically injured person, the removal of cybernetic prosthetics, and other life-saving techniques. A failed roll means the patient has not responded to the treatment, or that the treatment was improperly administered. Base Skill: 40% + 5% per level of experience.

Pathology: This branch of medicine deals with the nature of diseases, their cause, and symptoms, and the functional and structural changes caused by disease. Training includes anatomy, physiology, cell biology, manifestation of disease, tissue injury and repair, abnormal cell structure, metabolism, diagnosis of human diseases, tissue culture methods and applications, analysis of drugs in biological samples and laboratory research, investigative methods, and use of instruments and equipment. Base Skill: 40% + 5% per level of experience. Requires: Biology, Chemistry, and Literacy.

Plastic Surgery: The ability to manipulate a person's features, under surgery, to correct problems, or to create a whole new appearance. Base Skill: 60% + 6% per level of experience. Requires: Medical Doctor.
Ninjas and Superspies

Radiology: Training in diagnosis using specialized analytical equipment like X-Rays, NMR (Nuclear Magnetic Resonance), CAT Scans, EKGs, EEGs, laser and maser probes, internal cameras, and even more sophisticated machines. While learning to use the equipment isn't all that difficult, interpreting the results of the various photographs, scans, readouts, and other data is truly the job of a hightly trained professional. Requires: Medical Doctor. Base Skill: 70% + 3% per level of experience.
After the Bomb

Sea Holistic Medicine: Training in the recognition, preparation, and applications of natural medicines derived from aquatic plants/seaweed and animals, including ink, blood, poisons, and other secretions and chemicals. This skill also includes the knowledge of where to find the necessary plants or animals, how to extract the necessary components, and some knowledge of legends as they pertain to the healing properties of the sea ad sea animals. Otherwise the skill is the same as the standard Holistic Medicine skill. Note: the standard skill does NOT include medicines derived from the oceans and seas. Base Skill: 20% + 5% per level of experience.
Rifts Underseas

Veterinary Medicine: Basically an animal doctor. Training starts with studying the anatomy, physiology, biochemistry, and genetics of non-mutated animals and insects. Because their training covers the entire animal kingdom, characters with veterinary medicine have no penalties for treating unfamiliar animals, mutant animals, or animal-like D-Bees. The character is an expert at diagnosis and treating any kind of injuries, can perform reconstructive surgery, and prescribe a full range of medications. On the other hand, characters with Veterinary Medicine lack the extraordinary specialization in human diseases, genetics, and treatments of those who are Medical Doctors. Base Skill:54% + 4% per level of experience.
After the Bomb>


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