Medicine indicates training in the use of medical technology; knowledge of injury, disease, and anatomy; and general health training. Characters with Medicine can apply high-tech treatments, stop bleeding, and sometimes even revive the dead. Characters with high Medicine are doctors, surgeons, medics, nurses, healers, shaman, and medical researchers.

Overcome Obstacles [Medicine]

A great deal of what characters deal with in the course of an adventure is damage inflicted in combat. Immediately after—or even during—combat, a character with the Medicine skill can patch up other characters. More detailed and complex medical procedures are dealt with by surgery. This requires a full medical setup, with a sterile environment and lots of high-tech equipment.

Longer term healing—like removing consequences or narrative surgical procedures— needs a stable environment and a skilled practitioner.

A character skilled in Medicine can also improvise cures in a situation where the necessary drugs and equipment are unavailable. Medicine also allows for the creation of medical supplies, given enough materials and a lab to prevent contamination. See the Gear section.

Assessment [Medicine]

Physical damage isn’t the only area covered by Medicine. Characters skilled in Medicine can deal with disease, as well as poison. A Medicine roll can be used to identify illnesses or toxins, as well as pharmaceuticals, either by observing the symptoms or effects in a living creature or through directly examining the material in question.

Declaration [Medicine]

Medicine can also be used to glean important information in the heat of the moment. Noticing that someone is afflicted by a particular illness, impaired by an old injury, or under the influence of drugs or toxins can lead to interesting and fruitful declarations.

Medicine Stunts
Plant and Root
Both mystic and mundane herbalism are represented by the Plant and Root stunt. ​Plant and Root is the ancient art of the herbalists. It draws magical effects through picking, preparing and mixing plants. Many know the properties of plants and can create infusions and balms, but only a truly skilled practitioner is able to coax the magic from plants.

Creating an infusion using the Medicine skill requires a day’s work, including both finding and picking appropriate plants and preparing them. Preparation needs some facilities, but no more than can be found in a well-equipped workshop or lab. A Test must be made at difficulty 2 for an infusion to work. Better results on the skill Test reduce the time needed according to the time track.

One who consumes an infusion gains a temporary Aspect for a scene. The Aspect will depend on the nature of the infusion prepared. It can be used once at no Fate Point cost and will usually materially affect the consumer’s body, or perhaps their mind.

Some examples of infusions and Aspects are:

Infusion                    Aspect
MIld Poison               Nauseated
Healing Salve            Increased Healing
Rankor’s Draft          Iron Stamina

The Best of Care
With a proper facility, you can greatly assist another character’s healing process. If you get the other character to rest and can tend to him regularly, you reduce the amount of time it takes to recover from a consequence by two steps on the time chart. The character must rest and be immobile for the duration of the time required. If the patient doesn’t rest during care, the effects of this stunt don’t apply.

You can use modern drugs to get someone going in combat. Until the encounter is over, the character can spend fate points to avoid being taken out, as described in the Last Leg stunt. Once the encounter ends, however, the character takes the mild consequence Exhausted in addition to any other consequences taken during the conflict.

Field Medic
You have a talent for delivering medical care in the
field. Normally, someone providing first aid can
remove a stress mark for every two shifts gained on
the roll (page 74, Doing Things chapter). With this
stunt, every shift past the first one improves the level
of stress that may be removed—so three shifts removes
a checkmark up to the three-stress mark, rather than
the two-stress mark. If you roll well enough to remove
a stress mark that’s higher than the subject’s physical
stress capacity (e.g., six or more shifts for a character
who has Mediocre (+0) Endurance), you can remove a
mild physical consequence.

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