Skill | Skill Point Cost | Description: | Daily Use Limit: | Time Expended: |
---|---|---|---|---|
Staple: | 1 Point | The medic pulls out a tiny hand stapler and uses staples to shore up a wound. This is not a permanent solution, but will keep the stuffing in. (Temporary) [+1D6 toward Technique Roll per skill level.] | Medic: Unlimited/ Other: 4 times per day | 1 Round |
Tape: | 1 Point | The medic pulls out a roll of tape and uses it to fix broken limbs so they are usable once again. (Temporary) [+1D6 toward Technique Roll per skill level.] | Medic: Unlimited/ Other: 4 times per day | 1 Round |
Glue: | 1 Point | The medic pulls out Glue Bottle to reattach eyes.(Temporary) [+1D6 toward Technique Roll per skill level.] | Medic: Unlimited/ Other: 4 times per day | 2 Rounds |
Safety Pin: | 1 Point | The medic attaches parts of the Warrior that have been lost to battle as a backpack on the back of the Warrior to be reattached later. (Temporary) [+1D6 toward Technique Roll per skill level.] | Medic: Unlimited/ Other: 4 times per day | 2 Rounds |
Cost | Skill Point Cost | Description: All: | Daily Use Limit: | Time Expended |
---|---|---|---|---|
Darning Stitch: | 3 Points | a zig zag stitch across the wound that closes it up without leaving a scar, (seam) but can rip again. (Permanent Repair) [+1D6 toward Technique Roll per skill level.] | 4 Uses | 10 minutes per inch |
Whip Stitch: | 5 Points | Uses a round stitch that is very sturdy but takes time. It leaves a noticeable scar, but is unlikely to rip again. (seam) (Permanent Repair) [+1D6 toward Technique Roll per skill level.] | 4 Uses | 5 minutes per inch |
Button Stitch. | 2 Points | Reattach a button- If an eye. Cures: Blindness. (Permanent Repair)[+1D6 toward Technique Roll per skill level.] | 4 Uses | 10 minutes |
Embroidery: | 3 Points | Repair mouths, noses, returning Speech and Smell, curing Mute and Nose Blind. (Permanent Repair)[+1D6 toward Technique Roll per skill level.] | 4 Uses | 20 minutes |
Patch: | 3 Points | Repairs a gaping hole or bite in a Warrior. Extremely strong but can be unsightly if the patch material is ugly. (Permanent Repair) [+1D6 toward Technique Roll per skill level.] | 4 Uses | 30 minutes |
Fabricate: | 5 Points | Cam repair a torn or missing ear or tail by creating one through crochet or sewing fabric into a new appendage. Extremely strong but can be unsightly if the material is ugly. (Permanent Repair) [+1D6 toward Technique Roll per skill level.] | 4 Uses | 1 Hour |
Stop Fray: | 3 Points | Using stitches the medic repairs am ear, tail, or arm that has been mangled so it does not fray away. (Permanent Repair) [+1D6 toward Technique Roll per skill level.] | 4 Uses | 30 minutes |
Attach: | 2 Points | Takes a torn off appendage and sews it back on the Warrior. Must have the appendage. Appendage is not as durable and may not work correctly. (Permanent Repair) [+1D6 toward Technique Roll per skill level.] | 4 Uses | 30 minutes |
Staple Remover: | 2 Points | Removes staples without tearing the fabric or causing pain. [+1D6 toward Technique Roll per skill level.] | 4 Uses | 5 minutes |
Solvent: | 2 Points | Removes glue and other debris so fur is not damaged by field repairs or unsightly. [+1D6 toward Technique Roll per skill level.] | 4 Uses | 5 minutes |
Cost | Skill Point Cost | Description: All: 4 times per day. | Time Expended |
---|---|---|---|
Pressure Point: | 3 Points | The medic is able to use pressure points in order to cure paralysis. (All Locations) | 10 minutes |
Serum: | 5 Points | Medic injects ally with a serum that SLOWS poison (Temporary). (In Battle) [+1D6 toward Technique Roll per skill level.] | 10 minutes |
Antidote. | 5 Points | Medic injects ally with the antidote to the poison- If it's been discovered- Cures Poison. [+1D6 toward Technique Roll per skill level.] | 10 minutes |
Peptalk: | 3 Points | Medic works with patient to relieve them of Fear. [+1D6 toward Technique Roll per skill level.] | 30 minutes+ |
Windex: | 3 Points | Medic cleans the ally's eyes curing Blindness where no button or eye was lost. [+1D6 toward Technique Roll per skill level.] | 10 minutes |
Squeaker Repair: | 5 Points | Medic fixes the Ally's voice box, squeaker, pull string etc- curing Mute. [+1D6 toward Technique Roll per skill level.] | 1 hour |
Launder: | 3 Points | Medic launders ally curing Stench. [+1D6 toward Technique Roll per skill level.] | 1 hour |
Calming Presence: | 2 Points | Medic's soothing presence helps the team to work better, communicate better, and move silently. Group is resistant to magic that would make them angry, anxious, or turn on one another. | Constant |
Skill | Skill Point Cost | Description: Medic only skills. | Time duration |
---|---|---|---|
Focus: | 5 Points | Medic is able to focus in the thick of battle and not get distracted while working. [Only one skill level needed.] | Constant |
Red Cross Protection: | 10 Points | Medic does not become a target for enemies unless they are provoked by any offensive or aggressive action by the Medic. [Only one skill point needed] | Constant |
Triage: | 8 Points | When Medic uses Triage they are given a list of all Allies and their current status listed from most critical to least critical. [Only one skill point needed] | 10 minutes |
Empathic Locator: | 5 Points | When Medic uses Empathic Locator, they are able to find all allies out in the field unless they are hidden by invisibility or camouflage. [Only one skill point needed] | Based on distance |
Radio: | 8 Points | Can only be used once per day. Radio restores all Medic skills except Radio. [Only one skill point needed.] | 30 minutes |