In the harsh, unforgiving world of Cybercore combat, the Medic - Triage skill can mean the difference between life and death. With this skill, you are trained to quickly assess the severity of HITS loss and Wounds, prioritize casualties, and administer the appropriate medical care in a combat situation.
You are a master of triage, able to determine which injuries are life-threatening and need immediate attention, and which can wait for a Stim Break. You can perform battlefield triage and stabilize injured allies, from applying Quick Clot and nanite patches to performing emergency surgery using advanced medical tools.
You can also identify and treat the effects of various types of combat damage, from environmental hazards like radiation to exposure to unknown alien toxins. Your training and quick thinking allow you to keep your team alive in the most dire of situations, ensuring that they can fight another day.
The difficulty of treating a patient is the higher of two values: the wound-count TL, or the source's TL (whatever inflicted the damage).
Wound TL = 10 + (3 × Wounds)Source TL = the TL of the creature, hazard, or weapon that caused the injury
Use whichever is higher. A street thug (TL 12) who inflicts 2 Wounds produces a Triage target of 16 (wound-count wins). A Zod Warrior (TL 40) who inflicts 1 Wound produces a Triage target of 40 (source TL wins); bigger creatures leave nastier wounds even when the wound count is low.
| Wounds | Triage TL |
|---|---|
| 0 | 10 |
| 1 | 13 |
| 2 | 16 |
| 3 | 19 |
| 4 | 22 |
| 5 | 25+ |
| Situation | TL Modifier |
|---|---|
| Environment | |
| Under fire / active combat | +3 |
| Hostile environment (vacuum, toxic, zero-g) | +3 |
| No medical supplies | +5 |
| Proper med-bay or field hospital | -3 |
| Patient Condition | |
| Patient is DOWN | +3 |
| Patient is dying (max Wounds) | +5 |
| Alien or unknown biology | +5 |
| Familiarity | |
| Previously treated this patient | -2 |
| Known species / standard physiology | 0 |
| Unknown species or exotic physiology | +3 |
Each medical emergency will have a difficulty rating based on the Triage TL formula above. When you attempt to stabilize wounded allies, perform emergency surgery, prioritize casualties, or manage mass casualty situations, you will make a Medic - Triage skill check against the TL. The GM may apply Boons or Banes based on factors such as quality of medical equipment, combat stress, or time pressure.
Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can instantly assess casualty severity and prioritize treatment. When entering a mass casualty situation, you automatically identify the most critical patients, determine correct treatment priority, and spot hidden life-threatening injuries. During a Lockdown, your first patient takes 30 minutes instead of 1 hour to treat. Grants +1d6 Boon to your first Triage check of the operation.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per person per encounter
Effect: You can perform emergency battlefield medicine on a wounded ally. Spend 1 Action to restore 1 HIT to an adjacent ally. Treatment must begin on the same round the damage was received or the following round; after that window closes, the injury must wait for a Stim Break. You can spend additional Actions on subsequent rounds to restore additional HITS, but only within the treatment window. Once the window closes for a patient, you cannot treat them again this encounter. You can treat different patients in the same encounter, each with their own treatment window.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can stretch limited medical supplies further than most medics. For one Lockdown, each healing consumable you administer can treat 2 patients instead of 1 without loss of effectiveness. Your efficient technique ensures nothing is wasted. This does not increase the number of consumable uses; it allows one use to benefit two patients.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can perform complex emergency surgery in field conditions without a proper med-bay. Using your portable medical unit and improvised sterile field, you can conduct surgical procedures that would normally require a full medical facility. Surgery takes 2 hours per patient instead of the standard 1 hour, but has the same success rate and patient outcomes. This allows Wound removal in the field if you have the Trauma Surgeon ability (or equivalent).
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: Your expertise in treating severe trauma is exceptional. When treating patients with life-threatening injuries (below 1/4 MAX HITS or with 2+ Wounds), you gain a +1d8 Boon to all Triage checks. You can save patients that other medics would consider beyond help.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can coordinate a team of medics and assistants with exceptional efficiency. When working with a medical team during a Lockdown, each additional medic reduces treatment time by 15 minutes per patient (minimum 15 minutes per patient). You can also train non-medics to provide basic assistance, allowing any teammate to help with medical procedures as an Aid Another action.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your medical skill borders on miraculous. Once per mission, you can save a patient who has reached their Wound Maximum or who is dying. Through heroic medical intervention, the patient stabilizes at 1 HIT at their current Wound count (which remains at Max Wounds). They are conscious but critically wounded and cannot recover HITS until at least one Wound is treated. Proper care must be provided during a Lockdown.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can manage overwhelming mass casualty situations with calm efficiency. For one emergency, you automatically organize and prioritize any number of casualties, coordinate all available medical personnel, and allocate supplies optimally. During a Lockdown, you can treat 2 patients per hour instead of 1. No saveable patient dies under your watch.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can perform complex surgery under impossible conditions; under fire, in zero-g, during ship maneuvers, or in other extreme circumstances. For one mission, you can perform Lockdown-level treatment (including Wound removal if you have Trauma Surgeon) as an Extended Action taking 2 rounds instead of requiring a full Lockdown. Your hands are steady, your focus absolute, and your patients survive procedures that should be fatal.
Each medical protocol grants a stacking Boon to Medic - Triage rolls when treating matching injury types:
Boons apply when:
Medical protocols provide practical advantages:
GM Note: Protocols represent battle-tested procedures. Unusual injuries or exotic conditions may require new protocols.
Medical protocols require occasional updates:
Corpsman "Patch" Williams creates combat-specific procedures:
Dr. Chen maintains comprehensive emergency procedures: