Field Medic
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 5 |
| Magic/Tech Number | 1d8 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Field medics attack their enemies, and encourage and heal allies. They focus on attacking until an ally is damaged, at which point they get within melee range to heal or cure.
Actions
- Craft
- Drop Awareness
- Heal
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Ranged Attack
- Repair
- Scramble
- Scramble in Difficult Terrain
- Swim
- Tech Attack
Reactions
Level 1 Abilities
Level 2 Abilities
Level 3 Abilities
Level 4 Abilities
- Boost
- Boosted
- First Aid ✚ (replaces First Aid)
Level 5 Abilities
Level 6 Abilities
Standard Inventory
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Knife
- Medkit
- Over-the-ear Translator
- Pistol
- Satchel
Tactics
- (Level 2+) One of the field medic’s allies begins the encounter with the First Priority status.
- Guards, if they believe they have the AP to spare.
- Shouts orders to its allies.
- Moves or scrambles to:
- (Level 6) Uses the Miracle Healer ability, if:
- Themselves or an ally is unstable,
- The field medic hasn’t used the ability this session.
- (Level 2+) Triages an ally, if:
- Their priorities change, or
- None of their allies have the First Priority status.
- (Level 2+) Cures, if themselves or an ally has a negative status.
- Administers first aid, if themselves or an ally is unstable.
- (Level 3+) Rapid fires, if there are 2 or more targets within range.
- Blindsides the target, if they’re a big enough threat.
- Attacks the target.