Medicine talents typically relate to characters with a high Medicine rating.
Bedside Manner
REQUIREMENTS: Command 3+ and Medicine 3+
When you succeed at a Medicine task to heal an Injury, you may immediately remove a trait from the patient, even if that trait was unrelated to the Injury being treated. In addition, when you attempt a Reputation Check, add one additional positive influence.
Chief of Staff
REQUIREMENTS: Medicine 3+ and Command 3+
When you Assist another character attempting a Medicine task, each assisting character may re-roll their assistance die.
Combat Medic
REQUIREMENTS: Medicine 3+ and Security 2+
When attempting a Medicine task during combat, you may pick one trait which increases the Difficulty of the task and ignore it.
Combat Stimulants
REQUIREMENT: Medicine 3+
You carry, and can formulate, a potent cocktail of stimulants, adrenaline, and pain inhibitors which can increase the recipient’s aggression, physical ability, and resistance to pain for a short time. You can administer a dose of stimulants to yourself or another character in Reach as a minor action. When administered, the recipient immediately recovers Stress equal to twice your Medicine score, and gains the Combat Stimulants trait for the rest of the current scene. While they have this trait, they gain +1 Protection, and may reroll one d20 on any task using Daring. However, at the end of the scene, the character suffers enough Stress to become Fatigued.
Combat Stimulants May Be Hazardous To Your Health
Combat stimulants are not condoned for use by Starfleet personnel, and they will not be issued to personnel as a required part of any mission.
However, in some cases—such as during the Federation-Klingon War in 2256–2257—they were employed by Starfleet special forces and a handful of other personnel with the specialized knowledge to create these cocktails themselves, such as Doctor Joseph M’Benga, who later served as Chief Medical Officer on the U.S.S. Enterprise.
Other cultures have different attitudes to them. For example, Klingon combat medics often administer powerful stimulants to help injured warriors get back into the fight to seek glory, death, or both.
Long-term use of combat stimulants is potentially dangerous. If a character uses them multiple times in a single session, or consistently across several consecutive sessions, the gamemaster is encouraged to apply complications to the character by spending Threat.
Cutting Edge Medicine
REQUIREMENT: Medicine 4+
Whenever you attempt a Medicine task with a Difficulty of 3 or higher, you may spend up to 3 Momentum (Immediate) to reduce the Difficulty by the number of Momentum spent, to a minimum Difficulty of 1. However, as these latest advances are often experimental, the complication range of the task increases by 1 for each Momentum spent.
Cyberneticist
REQUIREMENTS: Engineering 3+ and Medicine 3+
When you attempt a task to work on, install, or remove a cybernetic device from a patient, the first bonus d20 you purchase is free.
Diagnostic Expertise
REQUIREMENT: Medicine 4+
When you succeed at a Medicine task to identify and diagnose the nature of a medical problem, you may ask one question—as per Obtain Information—for every additional d20 you bought by spending Momentum.
Doctor’s Orders
REQUIREMENT: Medicine 4+
When you attempt a task to coordinate others, or to coerce someone into taking or refraining from a specific course of action, you may use your Medicine department instead of Command.
Don’t You Die on Me!
REQUIREMENT: Medicine 5
When a character is killed, you may spend Determination to make one attempt to revive them. If they were killed instantly by an Attack, then this may only be attempted within that scene. If the character suffered an Injury and died because they didn’t receive medical treatment in time, this may be attempted before the end of the subsequent scene. This requires a Daring + Medicine task, with a Difficulty of 3. If successful, the character is brought back from the brink of death, though they will remain Defeated for the remainder of the adventure. Failure means that your efforts were unsuccessful and the character dies.
Fellowship Specialty
REQUIREMENT: Medicine 4+
Select a focus. When you succeed at a Medicine task where that focus applies, the cost of the Create Trait Momentum spend is reduced to 1.
Field Medicine
When attempting a Medicine task, you may ignore any increase in Difficulty or complication range for working without the proper tools or equipment.
First Response
REQUIREMENT: Medicine 3+
When you attempt the First Aid task during combat, the first die you purchase is free. Further, you may always Succeed at Cost, with each complication you suffer adding 1 to the Difficulty of healing the patient’s Injury subsequently.
Insightful Guidance
REQUIREMENTS: Command 2+ and Medicine 3+
Whenever you Assist a character in a social conflict, using your knowledge of psychology or emotional states, that character is considered to have a beneficial trait (Psychological Profile) in addition to the normal benefits provided by your Assist.
Positive Reinforcement
REQUIREMENTS: Ship’s Counselor role, Medicine 3+, and Presence 9+
Once per mission, you may attempt a Presence + Medicine task with a Difficulty of 3, while providing emotional or mental treatment for another character. Success creates a character trait for your patient that lasts until the end of the mission: Boosted Confidence. In addition to the normal effects of the trait, that character can reroll their dice pool, as if they’d spent Determination, once before the end of the mission. If the task the character used their reroll on fails, they lose the trait created by this talent.
Practice Makes Perfect
REQUIREMENTS: Medicine 3+ and Reason 8+
After you have succeeded in a Medicine task, the Difficulty of any other Medicine tasks attempted that scene to treat or heal the same kind of Injury, poison, disease, or other ailment is reduced by 1.
Psychoanalyst
REQUIREMENTS: Medicine 3+ and a psychology-related focus
When you use Medicine during a social conflict, you may increase the complication range of your task by 1, 2, or 3. For each step of complication range increased, you may ask a single question as if you’d spent Momentum on Obtain Information. Any Complications generated from this task results in the individual you are interacting with becoming offended or upset with being “analyzed.”
Quick Study
REQUIREMENT: Science 3+ or Medicine 3+
When attempting a task that will involve an unfamiliar practice, technique, or medical procedure, or which is to treat an unfamiliar species, ignore any Difficulty or complication range increase stemming from your unfamiliarity.
Stimulant Shot
REQUIREMENT: Medicine 3+
When you perform the First Aid task to revive a Defeated ally, you may add 1 Threat to let that ally recover Stress equal to your Medicine rating. A character may only benefit from this talent once per adventure.
Surgery Savant
REQUIREMENT: Medicine 4+
When attempting a Medicine task during an extended task relating to surgery, your Impact is increased by 1. Impact is explained in more detail on page 271.
Transformative Treatments
REQUIREMENT: Medicine 3+
You are especially talented when it comes to disguising a person as a member of another species, whether using targeted epigenetic treatments, plastic surgery, or other methods. When you succeed at a Medicine task to disguise a character as a member of a different species (creating a trait), you may spend 1 Momentum to increase the potency of that trait by 1.
Triage
REQUIREMENT: Medicine 3+
When you attempt a task to identify specific Injuries or illnesses, or to determine the severity of a patient’s condition, you may spend 1 Momentum (Repeatable) to diagnose one additional patient.