Medic

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Life expectancy isn't what it once was. If hunger doesn't kill you, a creature or human might. Or one of the other serious dangers in the new world, like disease, parasites, infection. Toothache. There are no hospitals here, at least not any that haven't already been pillaged. Your best shot at survival is having someone with medical training on your side. That's what the medic is for. Keeping you alive. These people are skilled at handling a variety of problems, provided they have the right supplies, of course. 

Base Traits

If you choose to go with a ready-made character of the Medic Archetype, the base trait stats are as follows:

Medic Bonuses

  • Medics automatically get a 4 skill rating in Medical and start with an Apothecary skill of 1.
  • They also get 4 non-combat actions and 1 combat action per turn during combat.
  • can upgrade Life Points at a cost of 1000 Experience Points for 5 LP
  • can upgrade Mental Resilience at a cost of 1000 XP for 1 mental resilience point.

Medic Tricks

The following Archetype Tricks are available only to Medics.

  1. Action Share - allows them to give some or all of their own action points to other players during a round
  2. Antibiotic Master - players in the party gain +2 to Immunity when rolling to fight off infection or disease
  3. Antidote - slows the effects of poison by 50%
  4. Blood Donor - can heal other characters by donating their own Life Points
  5. Bone Setter - broken bones heal 50% faster
  6. Divine Protection - +1 Character Difficulty Rating to hit while tending to any wounded comrade
  7. Heal Share - allows them to distribute (split) Life Points from medical supplies (consumables) amongst multiple characters
  8. Miracle Worker - has a 50% chance of preventing Permanent Effects to self or others (roll 2d10)
  9. Rejuvenate - naturally self-generates 1 Life Point per turn during combat without needing to use a consumable
  10. Suture Master - can stop bleeding by using a standard sewing kit