SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Medic

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Medic - Class Progression

"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

Hit Points are Lies - You Fix Injuries

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.

Level Progression

LvlFeaturesTalentGeneral Feat
1Medical Training (Treatment + Expertise: Medical Science are Class Skills, +2 if trained), Stimpack Proficiency, Anatomy 101-Feat
2Triage (Swift Assessment), Stabilize as MoveTalent 1-
3+1 Ability, Field Surgery (Injury Removal), Stim Application-Feat
4Auto-Doc Uplink (Aid +4), Antitoxin SynthesisTalent 2-
5Emergency Resuscitation (Ranged Stabilize 10m), Revive Incapacitated as Standard--
6Cybernetic Integration, Poison Immunity (self)Talent 3Feat
7Mass Triage (Burst 8m, 3 targets), Rapid Patch (-1 Action time)--
8Bacta 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
10Angel of Mercy (once/scene, Heal Injuries + Staggered on touch, no Strain) – also works on 1-min dead with Hero PointTalent 5 (capstone)-

Feature Details

**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.

Talent Trees - Pick ONE per Talent Slot

You don't get free-form powers. At each Talent level, choose 1:

**Talent 1 (L2):**

  • **Street Doc:** +5 to Treatment to remove lasting injuries/cyber rejections. Can craft spice-based stims that are stronger (+4 dmg) but addicting (Will DC 18 or Complication).
  • **Combat Medic:** Gain Athletics 2 ranks, Medium Armor Proficiency, can run with patient without penalty. When you Stabilize, patient gains +1 Toughness until next rest.
  • **Xenobiologist:** Your species coverage expands. Treat any sentient without -5 penalty. Gain Languages 2 (free). Know alien weak points: +2 attack vs studied species.
  • **Talent 2 (L4):**

  • **Surgeon:** Field Surgery DC -5, can remove 2 Injuries on 1 degree of success instead of 2.
  • **Pharmacologist:** Stim Application now lasts 5 rounds, can make 6/day. Create Adrenal Surge (extra Standard 1/round for 2 rounds, then 2 Injuries on crash - Fort DC 18 negates).
  • **Combat Stim Specialist:** Combat stim no longer causes Injury on failure if you pass Treatment DC 15 to dose.
  • **Talent 3 (L6):**

  • **Cyber-Sawbones:** Install cybernetics in 30 min, cost halved. Can add weapon to cyber limb (Damage 2).
  • **Virologist:** Antitoxin now grants Immunity 5 (Disease/Poison) for 8h. Can create airborne anesthetic 4m Burst Affliction 4 (Fatigued/Aslecr, Fort negates).
  • **Force Chirurgeon (Force-sensitive only):** Requires Expertise: The Force 3+. You may use Treatment via Force Healing (see Jedi Councilor) without Dark Side check at ½ effect.
  • **Talent 4 (L8):**

  • **Trauma Team Leader:** Allies within 10m get +2 Toughness saves vs damage that would make them Dying while you are conscious.
  • **Bacta Artisan:** With 1 hour + 200cr bacta, craft Bacta Tank (portable) - removes 1 Injury/hour up to 4, one use.
  • **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:**

  • **Miracle Worker:** Once per adventure, Revivify becomes Range 10m, no Hero Point cost, no Medpac cost, and target returns with only 1 Injury. Also you may Revivify up to 1 minute after death (was 3 rounds).
  • **Cybernetic Messiah:** Install cybernetics that give Enhanced Strength 2 or Protection 3 without rejection.
  • **Weave of Life (Force):** If Force-sensitive, once/day, Healing 8 (Area Burst 8m, Selective) – Stabilizes and removes 2 Injuries from all allies, yourself takes 1 Injury (Empathic).
  • Skills

    Class Skills: Expertise: Medical Science, Treatment, Insight, Investigation, Perception, Expertise: Xenobiology, Expertise: Pharmacology. You get 6 + INT mod ranks/level.

    Starting Package - No Point Buy

    **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

    Fear of Death Hook

    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.


    SINS V2 — Medic — TOTAL CONVERSION