Medical Skills
Bioengineering
Criminal Sciences & Forensics
Dentist
Diagnostic
Doctor of Veterinary Medicine
Entomological Medicine
First Aid
Field Surgery
General Practitioner
Genetics Engineer
Holistic Medicine
Medical Doctor
M.D. in Cybernetics
Medical - Juicer Technology
Medical Instruction
Nurse
Paramedic
Pathology
Plastic Surgery
Psychiatry
Psychobiology
Psychology
Psycho-Therapy
Radiation Technology - Medical
Sea Holistic Medicine
Specialist
Surgeon
Toxicology
Veterinarian
Bioengineering: Use of engineering and biological principles for the identification of the functions of living systems and for the development of (1) therapeutic devices, especially artificial body parts and systems, e.g., artificial blood vessels, pacemakers, dialysis equipment, and artificial limbs that function like their prototypes; and (2) equipment for monitoring the performance of healthy and diseased organisms. Base Skill: 30% + 5% per level of experience. Requires: Biology, Electrical Engineering and Mechanical Engineering.
Criminal Sciences & Forensics: Basic knowledge of police skills including
basic criminal law, fingerprinting, ballistics (matching bullets to weapons and
angles of impact), 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,
Chemistry Analytical, Math Advanced, and Literacy.
Dentist: Take care of and treats the teeth and associated oral
structures. Dentists are concerned with tooth decay, diseases of the supporting
structures (such as gums), faulty positioning of the teeth, and tooth
replacements, as well as prevention of these problems. Specialized fields of
dentistry include orthodontics (corrective dentistry) and periodontics
(treatment of gum disease, such as gingivitis). Base Skill: 35% + 5% per level
of experience. A failed roll means that the teeth are not cleaned properly, or
the root canal was not done correctly, or braces were improperly placed. Note:
Specializing in a specific type of Dentistry such as orthodontics, will add +15%
to the skill, but the overall Density skill stays the same. The skill would be
listed like this Dentist/Orthodontics: 35%/50%, if you are a first level
character.
Diagnostic: This doctor of medicine is a specialist in diagnosing the
causes of disease and illness. He/she cannot actually treat patients although
he/she may be able to suggest treatment. His/her special skill is determining
and locating the cause of a malady. Emphasis on anatomy, physiology, immunology,
pathology, and requires the additional skills of microbiology and chemistry. The
same conditions (and penalty) applies to incomplete study in this fields Listed
under M.D. A PHD is required to practice. Requires: Math: Basic and Advanced,
Literacy, Writing. Base Skill: 30% + 8% per level of experience.
Doctor of Veterinary Medicine (DVM): The veterinarian is a trained animal
surgeon capable of treating most commonly domesticated animals. Has knowledge in
basic anatomy, physiology, body chemistry, and so forth. However, since he is
not specializing on one particular animal, the information tends to be more
broad, though still in depth. When dealing with largely unfamiliar animals (such
as animals not usually domesticated) a -25% penalty is imposed. Alien creatures
are even more difficult: -40 to -70%, depending on how strange/different they
are. The first number is the vet's ability to accurately diagnose the problem.
The second is the ability to treat. Base Skill: 60/50% + 5% per level of
experience. Requires: Biology, Pathology, Chemistry, Math Advanced, and
Literacy.
Entomological Medicine: Insect biology and medicine are completely
different from the normal medical skills of doctors, and require a separate
specialization. A character with First Aid skill can help a wounded insect
mutant, but anything more complex than that sill require assistance from a medic
with this skill, who will be able to cure most insect complaints, from diseases
to broken chitin. Base Skill: 40% + 5% per level of experience.
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 surgeon character can
perform amputations, suture torn arteries, check internal bleeding, cauterize
wounds, give blood transfusions and even install cybernetic implants (penalty of
-15% except if character has basic cybernetics skill). Field expedient surgery
is a dangerous proposition that too often results in the death of the patient.
Because of the risk involved, field surgery is attempted only when it is the
only chance the wounded character has for survival! If the operation is
successful, the patient lives and can be evacuated to a hospital, but a failed
roll results in the immediate death of the patient. Base Skill: 16% + 4% per
level of experience. Optional Guidelines for Fatal Injury Treatment: In the
violent world of Rifts, regular human and similar non-mega-damage beings are at
an extreme disadvantage. Once a human's body armour is destroyed, a single M.D.
blast will usually obliterate him/her. These guidelines are provided to give
player characters a chance, however slight, to survive a blast that would
normally evaporate the character. If the GM agrees, the character can survive a
mega-damage intensity wound if a trained medic makes a successful field surgery
skill roll. Unless the attacker made a called shot or rolled an unmodified 19 or
higher, the character has the chance to live. The basic idea is that the M.D.
blast was partially absorbed by nearby cover or merely sheared off a limb
(G.M.s, give some reasonable explanation). Within D4 melee rounds after the
character's being hit, a medic character must attend to his/her injuries. If the
medic makes a successful skill roll, the character is incapacitated but survives
the attack, though just barely (reduce SDC. to zero and hit points are at 1D6
above zero). A failed roll means the injured character was beyond saving and
dies an instant later. Even if the field operation succeeds, the wounded
character is in chock, crippled, may require additional extensive surgery and is
likely to require cybernetic or bionic reconstruction and a long recovery period
before he is able to adventure again. Although crippled, the character lives (it
may be appropriate to also determine an insanity and permanent physical
side-effects from the injury). Note: This optional survival rule is also
applicable to Medical and Cyber doctors.
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.
General Practitioner: Or family doctor, is versed in clinical skills and
most of the biological skills as listed under M.D. in the treatment and care of
the human body. The major difference is the G.P. is not trained in the art of
surgery. The same conditions for incomplete studies as listed under M.D. also
apply to this category. Base Skill: 30% + 8% per level of experience. Requires:
Math Basic and Advanced, Chemistry Pharmaceutical, Microbiology, Literacy,
Writing, and Diagnostic.
Genetics Engineer: Group of research techniques that manipulate the DNA
(genetic material) of cells in order to change heredity traits or produce
biological products. The techniques include the use of hybridomas (hybrids of
rapidly growing cancer cells and cells that make amounts of desired antibody) to
make monoclonal antibodies, gene splicing or recombinant DNA technique (in which
the DNA of a desired gene is inserted into the DNA of a bacterium, which then
reproduces itself, yielding more than a desired gene), and polymerize chain
reaction (which makes copies of DNA fragments and is used in DNA
Fingerprinting). Genetically engineered products include bacteria designed to
efficiently break down oil slicks and industrial waste products, drugs (human
and bovine growth hormones, human insulin, interferon), and plants that are
resistant to diseases and insects or that yield fruits or vegetables with
desired quantities. Because genetic engineering involves techniques used to
obtain patents or human genes and create patentable living organisms, it has
raised many legal and ethical issues. Questions have also been raised about the
safety of releasing into the environment genetically altered organisms that
might disrupt ecosystems. GM's remember there is a difference between the
military use and the civilian use of Genetics Engineer. Please keep this in mind
when the characters are using this skill. Base Skill: 15% + 5% per level of
experience. Requires: Biology, Botany, and Math Basic and Advanced.
Holistic Medicine: Training in the recognition, preparation, and
application of natural medicines usually made from whole plants and/or their
parts (roots, leaves, fruit). 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 anaesthetics, 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
(hemlock and mandrake for example). 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. Game master should use a certain amount of common
sense and drama with this skill. Base Skill: 20% + 5% per level of experience. A
failed roll means the treatment or concoction did not work.
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 (muscle, respiratory, blood, body
fluids), pathology (diseases, their structure and function), rudimentary
pharmacology (use, reaction, and interaction of drugs), laboratory skills, and
techniques and methods of data collection. The medical doctor (M.D.) is also a
trained surgeon and has a basic knowledge regarding cybernetics. This means the
M.D. 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 number is the doctor's skill at successfully
treating the problem. Requires: Biology, Pathology, Chemistry, Math Basic or
Advanced and Literacy.
M.D. 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 nowhere
near as honed, but is a specialist in surgery and the removal of limbs and
internal organs and the surgical attachment of cybernetic replacements
(artificial organs and prosthetics). He can also repair cybernetic prosthetics
(if not too badly damaged). Base Skill: 40/60% + 5% per level of experience. The
first percentage number is the "Cyber-Doc's" ability to accurately diagnose and
treat a non-surgical problem/illness. The second percentage number is the
doctor's ability to perform complex surgery, remove and install all types of
cybernetic organs and devices. The cyber-doc can also work on bionic implants
and systems but suffers a -15% skill penalty. Bionic sciences is much more
complex and machine oriented than cybernetics. Note: An M.D. in Cybernetics can
become a bionics surgeon (M.D.B. in cybernetics) by selecting this cybernetics
skill twice and Electrical Engineering (and must have all the M.D.
requirements). This will make him a master in all of the cybernetic and bionic
sciences. There is now no penalty for installing bionics and there is a special
bonus of +10% added to the character's surgery skill. The M.D.B. can also
repair, modify, design, and build bionic and cybernetic devices. Game Master's
Note: One can not create a bionic implant in a garage. The character will need
access to a cybernetics or bionics laboratory to build or modify an artificial
implant. Even a high-tech medical facility will not have the necessary
components to create a cybernetic or bionic mechanism, although it may have
access to them.
Medical - Juicer Technology: This is a medical specialty dealing with the
Juicer conversion. Note: A character needs this skill and an M.D. in Cybernetics
or Medicine to install the bio-comp and other Juicer implants. This skill allows
a doctor to supply the right drugs to a Juicer, recognize Juicer variants, and
diagnose most Juicer side effects and syndromes. Base Skill: 40% + 5% per level
of experience.
Medical Instruction: The ability to instruct others in basic medical
skills and the use of medical equipment. With this skill the character is
familiar with and trained in, the style of mental and physical pedagogy
(education). The character can instruct another individual or group in any skill
they posse if it's at least 60%. For every 10% of the base skill, there will be
one weeks worth of training (ex. If the base skill is 30%, then it will take
three weeks for a trainee to learn. A base skill of 45% will take four and a
half weeks of training). The trainee will receive upon completion of training, a
base skill score in that skill if they successfully roll equal to or beneath the
base skill number (ie. if the base skill is 56%, then after 5 weeks, 6 days of
instruction if they roll 56% or less then they have learned that skill). Should
a trainee not pass the base skill roll then they roll one six side die (1D6) per
week of training and that will be the number of additional hours of retraining
before they can reroll and attempt to gain the skill. For base skills with odd
end numbers, round up. If on the third try they still don’t pass, they are not
eligible for that skill.
Nurse: Male or female, highly trained in the
care of the sick and injured. Skills include: CPR, first aid, the administering
of drugs, and medication; fundamental use of common medical instruments and
tools, knowledge of hospital and clinical procedure, and a working knowledge of
anatomy and physiology (enabling them to recognize/ interpret any symptoms of
disease, drugs and laboratory tests). Requires: Math: Basic and Advanced,
Chemistry Pharmaceutical, Microbiology, Literacy, Writing and Diagnostics. Base
Skill: 30% + 5% per level of experience.
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 treatment or that the treatment has been
improperly administered. Note: For serious injury or coma, roll three times,
consecutively, on percentile dice. A roll of two successful out of three means
the wound has been properly treated or that the patient's condition has been
stabilized. Failure means the patient's condition is unchanged. Another
character can immediately attempt to apply medical aid or the same player can
try again, but only after the character has spent six minutes for reexamination
and/or concentration on the problem. 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 persons features, under
surgery, to correct problems, or to create a whole new appearance. Base Skill:
60% + 6% per level of experience.
Psychiatry: Branch of medicine concerned with the diagnosis and treatment
of mental disorders. Psychiatrists are licensed physicians who complete a
three-year residency in psychiatry after their medical training. Modern
techniques such as psychotherapy and psychoanalysis can be traced to the
pioneering work of Sigmund Freud, who turned to the behaviour and emotional
history of the patient for clues to his or her psychological disorder. Research
has discovered that biological, genetic, psychological, and social components
contribute to many types of mental illness. This causal diversity is reflected
in treatment, which may include the use of drugs that influence neurotransmitter
functions in the brain, electroconvulsive therapy (ECT), psychotherapy, and
behaviour therapy. Base Skill: 30 + 5% per level of experience.
Psychobiology: Study of anatomical and biochemical structures and
processes and their effect on behaviour. It is closely related to physiological
psychology. Areas of investigation include hormonal and biochemical changes in
nerves, glands, and muscles, and how these changes influence development,
emotions, and learning. Base Skill: 45% + 5% per level of experience.
Psychology: Science or study of the thought processes and behaviour of
humans and other animals in their interaction with their environment.
Psychologists study sensory perception, emotion and motivation, problem solving,
use of language and other mental tasks group interaction, adjustment to social
and physical environment, and the normal and abnormal development of these
processes. The file is closely allied with such disciplines as anthropology and
sociology in its concerns with social and environmental influences on behaviour
physics in its treatment of vision, hearing, and touch; and biology in the study
of the physiological basis of behaviour. Psychology encompasses a very broad
range of specialties and approaches including behaviourism; gestalt;
neuropsychology, which studies the interaction of brain function and behaviour;
and clinical psychology, which focuses on the diagnosis and treatment of
psychological problems. Base Skill: 30% + 5% per level of experience.
Psycho-Therapy: This training deals with the principles, theories and
evaluation of human behaviour as they apply to psychology. Includes, analysis,
understanding and treatment of emotional, mental, motivational, perceptual
disorders; interaction of emotion, nervous system, sensory motor mechanisms,
personality assessment, alcoholism, drug addiction, and treatment. Requires:
Math: Basic and Advanced, Chemistry: Pharmaceutical, Microbiology, Literacy,
Writing and Diagnostics. Base Skill: 30% + 5% per level of experience.
Radiation Technology - Medical: This training includes a knowledge of radiation and its interaction with matter; use as a diagnostic tools (radiography, X-ray, fluoroscopy, mammography, topography, etc.), the physics of nuclear medicine with emphasis on imaging, radiation therapy, radio biology (interaction with cells) and a practiced familiarity with techniques, interpretation, and instruments. A master's degree is required for professional activities; incomplete studies in this area could provide a position as a radiological lab assistant. Requires: Math: Basic and Advanced, Microbiology, Literacy, Writing and Some Nuclear Physics as relating to this skill. Base Skill: 30% + 5% per level of experience.
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 and sea animals. Otherwise,
the skill is fundamentally the same as the standard holistic medicine skill.
Note: The standard skill does NOT include medicines derived from the oceans and
seas, likewise, the sea holistic knowledge does NOT include most of the land
herbs and plants (only a handful of the very most common and basic items). Base
Skill: 20% + 5% per level of experience. A failed roll means the treatment or
concoction did not work.
Specialist: This is a doctor of medicine who specializes in one or two
areas of study/medicine. General knowledge includes biology, anatomy, physiology
and clinical/laboratory skills and instruments. Specific areas may include:
Audiology (Sound/hearing), bio-chemistry, internal medicine, neurology,
neurosurgery, obstetrics and gynaecology, ophthalmology (muscle/skeletal),
otolaryngology (ear, nose, throat), paediatrics, physiology (internal organs),
radiationoncology, and radiology. A PH.D is required. Requires: Math: Basic and
Advanced, Chemistry: Pharmaceutical, Microbiology, Literacy, Writing and
Diagnostics. Base Skill: 20% +5% per level of experience.
Surgeon: This person must study most of the same medical areas as listed
under the M.D., with an emphasis on anatomy, physiology, pathology and expert in
surgical techniques. This doctor of medicine is a specialist in surgery. The
same conditions (and penalty) for incomplete studies as noted under M.D. also
apply to this category. A pH D is required to practice. Requires: Math: Basic
and Advanced, Chemistry: Pharmaceutical, Microbiology, Literacy, Writing and
Diagnostics. Base Skill: 30% + 5% per level of experience.
Toxicology: This is a specialty in medicine that deals with poisons,
venoms and toxins, their manufacture, composition and antidotes. This skill is
useful for both healers and assassins. A successful skill roll will help
determine if poisons have been used on somebody and even the general type of
poison/toxin used (a definite answer may require an autopsy and the forensics
skill). Base Skill: 40% + 5% per level of experience. Requires: Biology,
Chemistry and Literacy.
Veterinarian: Prevention, diagnosis, and treatment of animal diseases.
They usually specialize in either small animals such as pets, or large animals,
or such as horses and farm animals, and/or reptiles. This involves the anatomy,
behaviour, etc. of the specific type of animal that the veterinarian is
specialized in. The character will also know how to create antibiotics for
certain animal diseases only. The veterinarian skill also gives the character
specific knowledge about the behaviour, habits, evolution, physiology, cells,
anatomy, and genetics of animals. This knowledge enables the character to
prepare antidotes for various diseases like rabies, venom from snakes, disarming
skunks, etc. This knowledge enables the character to perform surgery, remove
glands and sacs of poison or chemicals, prepare antidotes to poisons (from all
reptiles and animals only) and the care, keeping, and medical treatment of
wildlife animals, including bears, cougars, etc. Base Skill: 35%/25% + 5% per
level of experience. The first number is the character's general knowledge. The
second number is specific medical and scientific applications, including making
antibodies to poison, capturing animals without killing them (+10 to hunt/kill),
surgery (animals only; -60% on humanoids), and the care, keeping and medical
treatment of animals. Note: -30% when dealing with alien and mutant life forms.
Requires: Microbiology, Math: Basic and Advanced, Literacy, Writing and
Chemistry Pharmaceutical.