MEDICINE


Training, experience and knowledge of medicine and its applications. In any use of this skill a roll must be made for diagnosis and then another for treatment.

Diagnosis:

Diagnosis success = Problem identified +10% of current Rating added to Rating for treatment roll.

Diagnosis critical success = Problem identified +25% of current Rating added to Rating for treatment roll and time of treatment, healing/recovery reduced by 10%.

Diagnosis failure = Problem unidentified/unsure. Normal treatment -10% of current Rating deducted from Rating and time to heal/recover +10%.

Diagnosis major fail (x2 over Rating) = incorrect diagnosis, incorrect treatment.

This skill at low levels (45 or lower) is considered incomplete, but can allow diagnoses of simple ailments, common diseases, viruses, conditions and illnesses of individuals. It gives the ability to know what and how to administer appropriate remedies, solutions and treatment. In emergency situations Medicine is less effective than first aid as Medicine is usually a long-term diagnosis and treatment procedure. In some cases this may mean transferring the patient to a specialist, to deal with specific problems.

The skill Medicine is a long-term training skill and without full medical training, Medicine Rating cannot rise above 70 although specializations may be taken when the Rating reaches 40, this must be the most common form of problem encountered by the Doctor/Medical practitioner. New Specialities gain 10% from the general Medicine skill Rating and then a bonus of +30.

Minimum Ratings for a fully qualified GP is 65, this enables confident diagnosis and routine treatment. Ratings of 75+ show superior medical skill and knowledge. Ratings of 85+ are exceptional. Ratings once they reach 90 must have 25 taken from general Medicine Rating and given to a new Speciality or an old one, but may not increase old ones above Rating 65.

At any time once skill Rating reaches 60 the character may elect to move into a Medical field. Once chosen, training in this new field must be undertaken with a qualified expert of 60 minimum Rating or greater Rating than the character in that field, whichever is higher. The new Medical Field then gains 10 from general Medicine and an extra 50 totalling 60. However, until the Rating reaches 75 at least, 10% of all experience must be given to this Medical Field. Failure to do so causes a break in the learning curve and the skill becomes capped at 60 (regardless of any XP already spent upon this Medical Field) and cannot be increased further until the proper teaching facilities can be found and adhered to for 20 XP (this does not increase the Rating but acts as a fine to be paid off).

1-45 Untrained amateur. Has some medical knowledge and abilities. Would not be a professional registered practitioner.
46-64 Incomplete training. Student, nurse level of experience and ability. Can work in a medical facility but cannot be a professional medic or doctor.
65-84 General practitioner/Doctor/Nurse level. Professional competence and may gain medical registration upon proof of training and experience.
85+ Exceptional medical personnel. Should be an important member of the community or work in a Medical Field.

Can be linked with Cultures, Alien races, Treat poison, Treat disease, Botany, Biology, Chemistry, Human Biology, Xenobiology, Pharmacology, Bureaucracy, Survival, Law, Research, Physics, Psychology, Zoology, Interrogation, Business, Economics, Journalism, Sew, Mathematics (High), Herbalism, Life Support systems, Athletics general.

Medical Fields include:-

Obligatory:-

Suggested:-