Difference between revisions of "RPG/Medic"
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Latest revision as of 22:23, 16 July 2025
| Medic | |
|---|---|
| Specialty | History |
| Subjects | Home Ec, Science |
| Faction | Golden Alliance |
| Level | HP | MP | Special Abilities |
|---|---|---|---|
| 1 | 11 | 9 | Medkit Efficiency +1+1d4, Quick Patch |
| 2 | 22 | 18 | Long-term Care +1 |
| 3 | 33 | 27 | Medical Treatment +1 |
| 4 | 44 | 36 | Medkit Efficiency +2+1d4, Medkit Hasten |
| 5 | 55 | 45 | Long-term Care +2 |
| 6 | 66 | 54 | Medical Treatment +2 |
| 7 | 77 | 63 | Medkit Efficiency +3+1d4, Trauma Surgery |
| 8 | 88 | 72 | Long-term Care +3 |
| 9 | 99 | 81 | Medical Treatment +3 |
| 10 | 110 | 90 | Medkit Efficiency +4+1d4, Medical Miracle |
Special Abilities
Medical Treatment +: 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+1d4: 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+1d4 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 | Difficulty | HP Restored | Cost |
|---|---|---|---|---|
| Emergency | 3 | 5 | 1d6 | $10 |
| Medic Issue | 10 | 7 | 1d8 | $25 |
| Synthesizing | 3/Day | 9 | 1d10 | $200 |
| MSF High RPG | ||
|---|---|---|
| Characters | Character Creation • Races • Facets(Special • Galactic • Other) • Skills and Stats • Advantages • Disadvantages • Dispositions | |
| Items | Weapons • Magical Clothing • Shields • Spellbooks • Concoctions • Item Enhancements • Crafting • Mundane Items • Legion-Exclusive | |
| Rules | Combat • Trauma • Rolling • Animals • Vehicles • Other Rules | |
| Magic | Spells (Fire • Water • Earth • Wind • Light • Sound • Purity • Entropy • Mind • Body) | Summoning • Boosting Magic | |