NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
← All Classes | How to make a Medic
"I'm not a miracle worker. I'm just the only thing between you and a body bag. Hold still."
You are what passes for healthcare in the Outer Rim: street doc, combat medic, or corporate trauma surgeon who burned out. In gritty the system, you are *mandatory* because Injuries don't vanish and Dying kills.
**Source Material:** Atomic TC Doctor / Medical Droid, Expertise: Medical Science, Treatment, Force Healing (for cross-ref)
**Primary Abilities:** INT, AWE, PRE
**Secondary:** STA, AGI
**Saves:** Fortitude (High), Will (High), Toughness (Low - you wear scrubs or light flak)
**Attack:** +0.5 per level (Poor), Parry/Dodge: Medium
Medic has no Healing array at-will. All your cures require **Medical Kit** (1cr/600cr, +2 Treatment if quality) and time, or **Medpac** (1cr/100cr, single-use Healing 1 Stabilize only). Real healing is slow.
| Lvl | Features | Talent | General Feat |
|---|---|---|---|
| 1 | Medical Training (Treatment + Expertise: Medical Science are Class Skills, +2 if trained), Stimpack Proficiency, Anatomy 101 | - | Feat |
| 2 | Triage (Swift Assessment), Stabilize as Move | Talent 1 | - |
| 3 | +1 Ability, Field Surgery (Injury Removal), Stim Application | - | Feat |
| 4 | Auto-Doc Uplink (Aid +4), Antitoxin Synthesis | Talent 2 | - |
| 5 | Emergency Resuscitation (Ranged Stabilize 10m), Revive Incapacitated as Standard | - | - |
| 6 | Cybernetic Integration, Poison Immunity (self) | Talent 3 | Feat |
| 7 | Mass Triage (Burst 8m, 3 targets), Rapid Patch (-1 Action time) | - | - |
| 8 | Bacta Weave Mastery (Injury removal in 2h not 4h), Second Chance (Treatment) | Talent 4 | - |
| 9 | **Revivify – Resurrect Very Recent Dead** (Your old house rule – return from Dead within 3 rounds, DC 20), Lasting Injury Mitigation | - | Feat |
| 10 | Angel of Mercy (once/scene, Heal Injuries + Staggered on touch, no Strain) – also works on 1-min dead with Hero Point | Talent 5 (capstone) | - |
**Medical Training (L1):** Treatment and Expertise: Medical Science max ranks = Level+5 (breaks cap). You can Take 10 (treat d20 as 10 when not threatened) on Treatment even under fire if you have a Medpac/Medkit.
**Stimpack Proficiency (L1):** Stims are not spice. 1 stim = remove Dazed *or* grant +2 Toughness vs next Damage (lasts 1 round) *or* +2 to next Fortitude vs poison/disease. Takes Standard to apply. You can craft 3x stims per day with 10 min and a Medkit, cost 0.
**Triage (L2):** As Move action, assess all visible creatures within 20m: learn Injury count, Staggered, Dying, Poison/Disease, cybernetics. +5 to Insight vs feign death.
**Stabilize as Move (L2):** Treatment DC 15 to remove Dying becomes Move not Standard. DC 20 to remove Bleeding/Poison as Move.
**Field Surgery (L3):** With 10 minutes uninterrupted and Medkit, remove ONE Injury (-1) from a willing/restrained target. This is the *only* non-Force way to remove Injury outside bacta/rest rules. Target must then rest 1 hour before another attempt. You take -2 to next check if you fail by 5+ (you nicked something).
Check: Treatment DC = 10 + Injuries total on target + 5 if Staggered. Success removes 1 Injury. 2 degrees (DC+5) removes 2.
**Stim Application (L3):** As Standard, apply stim that grants: +2 Damage for 3 rounds (combat stim - Fort DC 15 or -1 Injury after), or +5 speed for 3 rounds, or ignore 1 Injury penalty for 3 rounds (pain suppressant).
**Auto-Doc Uplink (L4):** If you have a Droid companion or a ship's med-suite within comlink range (20m), you gain +4 circumstance to Treatment and can treat at 10m via remote arms.
**Antitoxin Synthesis (L4):** 1/hour, create anti-toxin/anti-rad dose. Grants +5 Fortitude vs one poison/disease type (choose when crafting), lasts 8h.
**Emergency Resuscitation (L5):** Ranged 10m Stabilize with dart pistol (counts as Ranged Treatment). Can Stabilize Dying through armor.
**Revive Incapacitated (L5):** Standard: Treatment DC 20 to wake Incapacitated (from damage, not Dying) to Staggered + Dazed 1 round. Costs 1 Medpac.
**Cybernetic Integration (L6):** Install/Remove Cybernetics with 1 hour work, Treatment DC 20 + cyber rating. Failure = 1 Injury on patient. You can integrate to negate cyber rejection: target ignores first cybernetics Complication.
**Poison Immunity Self (L6):** After handling so many toxins, you get Immunity 2 (Poison) Limited to Half Effect (+5 Fort vs poison).
**Mass Triage (L7):** Once per scene, Standard: Treatment Burst 8m. Roll one Treatment check, apply vs each Dying/Incapacitated ally in area - Staggered stays but Dying removed if you beat DC 15.
**Rapid Patch (L7):** Field Surgery time drops to 5 min, Stabilize becomes Move -> Swift.
**Bacta Weave Mastery (L8):** Your custom bacta wraps healinjuries at double rate: 1 Injury per 2h rest (not 4h) when your patch is applied. Requires 1 Medpac per 2 injuries.
**Revivify – Your Signature: Resurrect Very Recent Dead (L9):** This is your old house rule, kcrt. If a creature **died** (failed Dying Fort, not disintegrated) within **3 rounds** (18 seconds), you can attempt Treatment DC **20** (was 25 – lowered for gritty playability) as 1 full round. On success they return at **Incapacitated + 3 Injuries + Staggered**, stable. Costs 2 Medpacs (was 3) + 1 Hero Point from you or them. You must be adjacent, have Medkit. Failure by <5 = can retry next round if still within 3-round window. Failure by 5+ = no more retries, they are truly dead. Cannot be used again on same target for 24h. At L10 Miracle Worker capstone this becomes Ranged 10m, no cost, 1 Injury only.
Gritty note: This is *not* Raise Dead. It's "you just died on the table, I shocked you back." 3 rounds keeps tension – if combat is still going and you are 2 moves away, you might not make it.
**Lasting Injury Mitigation (L9):** When you Revivify or remove final Injury from Staggered target, you can downgrade a lasting injury Complication to a 1-scene Hindrance with Treatment DC 20.
You don't get free-form powers. At each Talent level, choose 1:
**Talent 1 (L2):**
**Talent 2 (L4):**
**Talent 3 (L6):**
**Talent 4 (L8):**
**Angel of Mercy Capstone (L10):** Once per scene, touch: instantly remove ALL Injuries + Staggered + Dazed, wake Incapacitated. Does not work on Dead **exccrt** if target died within 1 minute – you may spend 1 Hero Point + all remaining Medpacs (min 2) to Revivify as Move action with no roll. Costs all remaining Medpacs (min 1) even when healing non-dead.
**Talent 5 Capstone (L10) – Pick One:**
Class Skills: Expertise: Medical Science, Treatment, Insight, Investigation, Perception, Expertise: Xenobiology, Expertise: Pharmacology. You get 6 + INT mod ranks/level.
**Abilities:** INT 3, AWE 2, PRE 1, STA 1, AGI 1, DEX 0, STR 0, FGT 0 (or use array)
**Defenses:** Dodge 3, Parry 2, Toughness 1/4 with light flak vest (Prot 3), Fort 6, Will 6
**Offense:** Holdout Blaster +3 (Ranged Damage 3), Scalpel +0 (Damage 0+STR, Crit 19-20)
**Gear:** Medical Kit (+2), 4x Medpac, 3x Stimpack, Comlink, Datapad with medical library (+2 Expertise), Light Combat Vest
**Credits:** 1,000cr (per Buying/Selling) + loan option
You are the only one who can bring them back. When someone goes Dying, the table looks at you. If you fail, they die. That is the grit.