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Pokemon Tabletop Unleashed

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  • Chapter 1: Character Creation – WIP
  • Chapter 2: Classes – WIP
  • Chapter 3: Skills
    • Body Skills – Acrobatics
    • Body Skills – Athletics
    • Body Skills – Combat
    • Body Skills – Perception
    • Body Skills – Stealth
    • Mind Skills – General Education
    • Mind Skills – Medicine Education
    • Mind Skills – Occult Education
    • Mind Skills – Pokemon Education
    • Mind Skills – Technology Education
    • Mind Skills – Survival
    • Social Skills – Charm
    • Social Skills – Guile
    • Social Skills – Intimidate
    • Social Skills – Intuition
    • Social Skills – Command ★
  • Chapter 4: Crafting, Knowledges, & Professions
  • Chapter 5: System Fundamentals
    • Taking Action
    • Power Points
    • Basic Capabilities
    • Game Flow
    • Goals: How to Gain XP – WIP
  • Chapter 6: Pokémon
    • Levelling Up, Evolution, & Gimmicks
    • Loyalty
    • Breeding
    • Capturing Pokémon
    • Pokémon Hostility
    • Other Methods of Obtaining Pokémon
    • Mounts
    • Releasing Pokémon
    • Type Shifting – WIP
    • Example Pokédex – WIP
      • Mankey Line
      • Snorlax Line
  • Chapter 7: Combat
    • Movement
    • Combat Stats
    • Attacking Shit
    • Abilities
    • Combat Maneuvers
    • Attacking Options
    • Initiative Options
    • Weak Spots
    • Status Afflictions
    • Type Effectiveness
    • Pain: How to take it
  • Chapter 8: Environmental Rules
    • Objects & Object Types
      • Elemental Object Types
      • Aura Object Types
      • Primordial Object Types
    • Kinematics
    • Environmental Conditions
    • Weather
  • Chapter 9: Minigames
    • Downtime
    • Travelling
    • Stealth & Perception
    • Social Manipulation
  • Chapter 10: Property Rules – WIP
  • Chapter 11: Equipment & Items
    • General Items – WIP
    • Cuisine
    • Armor & Weapons
    • Accessories
    • Armor Enchantments – WIP
    • Magic Items
    • Restoratives
    • Steroids
    • Toxins
    • Evolutionary/Mega Items
    • Pokéballs
    • Pokémon Equipment
    • High-Tech Items – WIP
    • Robots – WIP
    • Horticulture – WIP
    • Traps – WIP
  • Chapter 12: Struggle Attacks & Moves
    • Struggle Attack & Move Keywords – WIP
    • Creating Struggle Attacks
    • Example Struggle & Status Attacks
    • Example Moves
  • Chapter 13: Abilities & Capabilities – WIP
    • Example Abilities
  • Chapter 14: Actually Playing The Fucking Game – WIP
    • Test Pokémon – Furious George, Tier 1
  • Chapter 15: Running The Fucking Game – WIP
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Mind Skills – Medicine Education

Rank 1 (Pathetic)

Recall Medical Factoid: See the Knowledge section for details.


Rank 2 (Untrained)

Stabilize: As a Standard Action, you may apply a Bandage to a Fainted creature and make a DC 6 Medicine Education check.

Moderate Success: It gains 1 Temporary HP Tick per 3 points you beat the DC by. 
Success: It is brought to 1 HP. 
Failure: You waste the Bandage but don’t make things worse.

Rank 3 (Novice)

Mitigate Poison: As a Standard Action you may treat a creature who is Poisoned (including yourself), negating the effects of the poison for one round per Your Tier. If you use this power on yourself, it uses a Full Action. This power also works on Toxins.

Craftwork: When first achieving this skill rank, choose a category from the list below. Once chosen, you may create items from that category. See the Crafting section for details.

  1. Restoratives
  2. Steroids (CS changers)
  3. Toxins

Rank 4 (Adept)

Treat Patients: As a Downtime Action, with a DC 6 Medicine Education check you may care for up to 3 + Your Tier creatures at a time. You may care for an additional patient for every 3 points that you exceed the DC. If you do not meet the DC, you do not care for anyone. You count as two patients. You need a First Aid Kit to use this power.
While under your care, patients recover HP and Skill Damage twice as quickly as normal and are cleared of all Persistent Statuses (that are your Tier or lower) during the Downtime Phase. Additionally, you can make a Medicine Education check for each patient actively suffering from a disease under your care; they may use your check in place of theirs if it is higher. Patients must remain under your care for at least 8 hours to gain these benefits. While someone is your patient, you do not need to spend Downtime Actions to continue to care for them. You may treat patients while travelling without penalty, though most forms of movement are active enough that you will only gain the healing benefit from the evening’s rest.

Immediate Healing: As a Standard Action with a DC 6 + Target’s Tier Medicine Education check, you attempt to heal a creature. Each additional check on the same patient imposes a cumulative -3 penalty to your checks to heal them in this fashion until they take an Extended Rest.

Moderate Success: They heal 3 HP Ticks.
Success: They heal 2 HP Ticks.
Failure: They heal 1 HP Tick. 
Moderate Failure: You deal Your Tier damage to them.

Rank 5 (Expert)

Combat Medic: As a Full Action you may make a DC 5 x Status’s Tier Medicine Education check to attempt to cure a creature of its status afflictions (use the highest Tier status afflicting the target). Alternatively, you may make a DC 12 Medicine Education check to attempt to cure its Skill Damage.
Upon Success, you cure one status condition or clear one Rank of Skill Damage of your choice. For every 3 points you succeed over the DC, you may cure another status condition or another Rank of Skill Damage. You may not cure status afflictions of a higher Tier than you with this power.


Rank 6 (Master)

I’m a Doctor: Patients under your care receive additional benefits. They are set to 100% of their Max HP after an Extended Rest and heal 2 Skill Ranks every 4 hours. If any patient is suffering from disease, you may make two Medicine Education checks when they make a save; the patient uses any successful rolls among them and is immediately cured of the disease if both checks are successful.


Rank 7 (Grandmaster)

Resuscitate: As a Full Action, you can attempt to bring someone who recently died back to life. The DC for this check is 4 + Target Level, +1 for every round since they died. Using this power counts as an attempt at Immediate Healing and you suffer a -3 penalty for each previous Immediate Healing attempted on them since their last rest.

Critical Success: The target is brought back to life with 2 HP Ticks. 
Moderate Success: The target is brought back to life with 1 HP Tick. 
Success: The target is brought back to life with 1 HP. 
Failure: You do not bring them back to life this round, but may attempt next round (and this does not count as an attempt of Immediate Healing). 
Moderate Failure: You cannot bring them back to life with this power in future rounds.
  • Chapter 1: Character Creation – WIP
  • Chapter 2: Classes – WIP
  • Chapter 3: Skills
    • Body Skills – Acrobatics
    • Body Skills – Athletics
    • Body Skills – Combat
    • Body Skills – Perception
    • Body Skills – Stealth
    • Mind Skills – General Education
    • Mind Skills – Medicine Education
    • Mind Skills – Occult Education
    • Mind Skills – Pokemon Education
    • Mind Skills – Technology Education
    • Mind Skills – Survival
    • Social Skills – Charm
    • Social Skills – Guile
    • Social Skills – Intimidate
    • Social Skills – Intuition
    • Social Skills – Command ★
  • Chapter 4: Crafting, Knowledges, & Professions
  • Chapter 5: System Fundamentals
    • Taking Action
    • Power Points
    • Basic Capabilities
    • Game Flow
    • Goals: How to Gain XP – WIP
  • Chapter 6: Pokémon
    • Levelling Up, Evolution, & Gimmicks
    • Loyalty
    • Breeding
    • Capturing Pokémon
    • Pokémon Hostility
    • Mounts
    • Other Methods of Obtaining Pokémon
    • Releasing Pokémon
    • Type Shifting – WIP
    • Example Pokédex – WIP
      • Mankey Line
      • Snorlax Line
  • Chapter 7: Combat
    • Movement
    • Combat Stats
    • Attacking Shit
    • Abilities
    • Combat Maneuvers
    • Attacking Options
    • Initiative Options
    • Weak Spots
    • Status Afflictions
    • Type Effectiveness
    • Pain: How to take it
  • Chapter 8: Environmental Rules
    • Objects & Object Types
      • Elemental Object Types
      • Aura Object Types
      • Primordial Object Types
    • Kinematics
    • Environmental Conditions
    • Weather
  • Chapter 9: Minigames
    • Downtime
    • Travelling
    • Stealth & Perception
    • Social Manipulation
  • Chapter 10: Property Rules – WIP
  • Chapter 11: Equipment & Items
    • General Items – WIP
    • Cuisine
    • Armor & Weapons
    • Accessories
    • Armor Enchantments – WIP
    • Magic Items
    • Restoratives
    • Steroids
    • Toxins
    • Evolutionary/Mega Items
    • Pokéballs
    • Pokémon Equipment
    • High-Tech Items – WIP
    • Robots – WIP
    • Horticulture – WIP
    • Traps – WIP
  • Chapter 12: Struggle Attacks & Moves
    • Struggle Attack & Move Keywords – WIP
    • Creating Struggle Attacks
    • Example Struggle & Status Attacks
    • Example Moves
  • Chapter 13: Abilities & Capabilities – WIP
    • Example Abilities
  • Chapter 14: Actually Playing The Fucking Game – WIP
    • Test Pokémon – Furious George, Tier 1
  • Chapter 15: Running The Fucking Game – WIP
  • Miscellaneous
    • Capabilities List
    • Game Design Goals
    • Glossary of Terms
    • Math Formulas
    • HP Formulas & Damage; v2
    • Probabilities
      • Probabilities – Athletics
      • Probabilities – Collision Damage
      • Probabilities – Crafting
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