Alright, here's a set of house rules intended to make medical treatment more important and magical healing more possible.
Feedback would be greatly appreciated.
ConsequencesAll consequences start healing immediately, with no medical treatment required. But if a consequence hasn't been treated, once per scene the GM can Compel it without giving the character a Fate Point. The GM may also have an NPC tag the consequence instead of Compelling it.
Any character can treat a mild physical consequence with a Scholarship roll, a first aid kit, and a few minutes. Treating more significant consequences requires a stunt or power, more time, and better equipment. The difficulty of the roll is up to the GM, but it generally starts around the amount of stress the consequence absorbed and then is increased or decreased based on the available time and equipment.
Treating mental and social consequences uses the same rules, except equipment isn't required and Empathy is the skill used.
Once a consequence is successfully treated, rename it slightly and it can't be tagged every scene anymore.
Going to the hospital reliably gets you a successful roll, though it can take a while. If the GM cares to roll for the hospital, their policy is to take as much extra time as they need to. Similarly, friends, therapists, churches and support groups can provide reliable but slow care for mental and social consequences.
The ability to treat serious consequences on a stress track with a skill is worth about half a stunt. A single stunt can let you treat all consequences with a skill, or let you treat consequences on a single stress track and grant some other bonus as well. A character who can treat serious consequences is by default able to handle similar problems like diseases.
Example StuntsPriestly Counsel (Conviction): You may use Conviction to treat mental and social consequences. When doing so for a Christian character, add 1 to your Conviction.
Doctor (Scholarship): You may use Scholarship to treat any physical consequence. In addition, pick a field of medicine. Add 2 to your Scholarship when dealing with that field.
Inspirational Music (Performance): You may use Performance to treat mental consequences. In addition, you get +1 to Performance when trying to make people feel uplifted or inspired.
Magical HealingThaumaturgy with a complexity equal to the difficulty of the treatment roll can treat a consequence. However, a character without a stunt letting them treat consequences doesn't understand the human body/mind well enough to do this barring exceptional circumstances.
When using thaumaturgy to treat a consequence, you may add to the ritual's complexity in order to rename the consequence more significantly. A CHEST WOUND could become a MAGICALLY HEALED CHEST. It would still occupy the same consequence slot, though.
Plus, there's a Healing Power.
HEALING [-1]
Description: You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
Note: This power uses one skill and applies to either mental or physical stress. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Skills Affected: Pick one.
Effects:
Heal. You may use your chosen skill to treat consequences of your chosen stress track, using the standard rules except that you don't need equipment for physical consequences. If you beat the difficulty to treat by 3 or more, you may heal the consequence completely. If you do so, the consequence Aspect is removed. However, the consequence slot doesn't become usable again until the normal recovery time has passed. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.
Complete Healing [-1]. You may use your chosen skill to heal both mental and physical consequences.
Powerful Healing [-1]. When you heal a consequence completely with this Power, you may free up the consequence slot so that the healed character may fill it with a new consequence. You may only do this for four shifts of consequences per session, but you may purchase this option multiple times to add four additional shifts per purchase.
Sacrificial Healing [-1]. Instead of rolling to heal a consequence, you may transfer it from someone else to yourself. If you do, your new consequence is automatically treated but is not affected by Recovery Powers. Depending on how this Power is flavoured, transferred consequences may or may not be renamed.
RecoveryWizard's Constitution has nothing to do with recovery.
Inhuman Recovery automatically treats your mild and moderate physical consequences. Plus it accelerates healing as in Your Story.
Supernatural Recovery automatically treats your non-extreme physical consequences. Plus it accelerates healing as in Your Story, except you may clear moderate physical consequences with
It's Nothing. You may use
It's Nothing on up to 4 shifts of consequences per scene (that is, a moderate or two milds).
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Mythic Recovery automatically treats your physical consequences. Plus it accelerates healing as in Your Story, except you may clear moderate and severe physical consequences with
Ha! You Call That A Hit?. You may use
Ha! You Call That A Hit? on up to 6 shifts of consequences per scene (that is, a severe or a moderate and a mild or three milds).