RPG/Medic

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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
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