Special Uses of Medicine
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The following uses of the Medicine skill are available to all characters.
First Aid (Action)
Helping with swift recovery in the field is a key use of Medicine. As a Support action, a character may make a TN 2 Medicine (Water) check targeting a character at range 0–1. If the healer succeeds, the target removes fatigue equal to 1 plus the healer’s bonus successes and cannot benefit from the First Aid action again until they have been treated more thoroughly, such as with the Treatment downtime activity. The healer may spend + to affect one additional target per spent this way.
Treatment (Downtime)
While quick action in the field can get a character back on their feet, long-term care is also important. As a downtime activity, a character may make a TN 2 Medicine (Water) check targeting a convalescing character in the scene. If the healer succeeds, the target removes fatigue equal to the healer’s Water Ring plus their bonus successes. The healer may spend + to affect one additional target per spent this way.
Additionally, many conditions can be removed by uses of the Medicine skill with various rings to reflect anything from minor mending to field surgery. These can be found in the individual entries for these conditions (see Conditions on page 271).
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Core Rulebook · Chapter 3: Skills › Scholar Skill Group › Scholar Skills › Government · p. 154 p. 157
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The following uses of the Medicine skill are available to all characters.
First Aid (Action)
Helping with swift recovery in the field is a key use of Medicine. As a Support action, a character may make a TN 2 Medicine (Water) check targeting a character at range 0–1. If the healer succeeds, the target removes fatigue equal to 1 plus the healer’s bonus successes and cannot benefit from the First Aid action again until they have been treated more thoroughly, such as with the Treatment downtime activity. The healer may spend + to affect one additional target per spent this way.
Treatment (Downtime)
While quick action in the field can get a character back on their feet, long-term care is also important. As a downtime activity, a character may make a TN 2 Medicine (Water) check targeting a convalescing character in the scene. If the healer succeeds, the target removes fatigue equal to the healer’s Water Ring plus their bonus successes. The healer may spend + to affect one additional target per spent this way.
Additionally, many conditions can be removed by uses of the Medicine skill with various rings to reflect anything from minor mending to field surgery. These can be found in the individual entries for these conditions (see Conditions on page 271).
