Special Abilities:
Medical Treatment +X: By spending a pair of hand actions and 10 MP, a Medic can give a +X bonus to any character's defense roll made to resist the effects of disease, poison, or other health problems.
Medkit Efficiency +X+d4: Medics have access to medkits that can be used to cure normal HP damage. Whenever the medic uses any of these medkits to restore HP, the medkids restore an additional X+d4 HP.
Long-term Care +X: Every day that a medic cares for a patient(meaning at least one hour of the medic's time in total is spent caring for that patient), that patient may make an additional X self-healing check. This can also be in addition to the extra one a character makes for having a day of bed rest.
Quick Patch: A medic with this ability can spend a single hand action and 5 MP to stop bleeding on any piercing wound or completely heal a level 1 piercing or bruising wound.
Medkit Hasten: A medic with this ability requires only 2 hand actions, rather than 4, to use a medkit.
Trauma Surgery: By spending an hour uninterrupted(a medic is interrupted if they spend more than a single round consecutively not spending both their hand actions performing surgery) and 50 MP, a Medic can perform major surgery, even in the field. This surgery can restore a body part that has been crushed or cut off, so long as the character is still alive. The medic must make 5 History/Intelligence or Science/Intelligence rolls, with a difficulty of 18. This difficulty is reduced by 2 if the medic has an assistant, and by 3 if they are in a proper medical environment. If the Medic makes 3 successes or more, the body part is restored/reattached, with a severity 9 bruise and a severity 4 pierce wound(with the bleeding stopped). For every success past the third, the bruise wound's level is reduced by 2 and the pierce wound's level is reduced by 1.
Medical Miracle: With this ability, a medic can perform their Trauma Surgery ability to restore to life a character who has recently died. The rules work the same as they do for the Trauma Surgery, but the target of the miracle must have been dead a number of rounds less than or equal to the Medic's Intelligence stat.
Standard Medkits: Using a medkit is a History/Intelligence or Home Ec/Intelligence roll. There are 3 types of medkit, each having a different difficulty as noted in the table below. Using a medkit requires 4 hand actions.
Type Uses Diff. HP Restored Cost
Emergency 3 5 1d6 $10
Medic Issue 10 7 1d8 $25
Synthesizing 3/Day 9 1d10 $200