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14:36, 19th April 2024 (GMT+0)

White Book: The Medic Skills Book.

Posted by FluffFor group 0
Fluff
GM, 10 posts
Sun 26 Aug 2018
at 03:28
  • msg #1

White Book: The Medic Skills Book


Medic skills:

A Medic is far more than a simple doctor.  The Medic is able to go on the front lines and in the heat of battle do his or her job, repairing the other Warriors.  They have a variety of skills at their disposal in order to accomplish this task as well as a special attributes that help the team against a foe that wages psychological as well as physical warfare.

Medic skills are broken into four major categories:
  • Field- Quick fixes that happen in the heat of battle.
  • Medical- Repairs that are meant to return the Warrior to their playtime state.
  • Counter Illness- Fixes to magical or psychological maladies or gives protections or bonuses to allies.
  • Personal- Allows the Medic to do their job more efficiently.


Field Skills:
Field skills are used during battle to help allies.  Medics can used these skills as often as needed.  Other players purchasing these skills have only enough supplies for 4 times each skill.

SkillSkill Point CostDescription: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 day1 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 day1 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 day2 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 day2 Rounds




Medical Skills:
Medical Skills are long term fixes that take several rounds to accomplish.  These are not done during battle sequences, but would be used within the free flow of the game.  However, players who do not choose the skill, they will not know how.  Example: If a Medic does not know the "Button Stitch" skill, he or she will not be able to sew on a button properly- thus the character will still be blind in that eye or eyes.

CostSkill Point CostDescription: 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 Uses10 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 Uses5 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 Uses10 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 Uses20 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 Uses30 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 Uses1 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 Uses30 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 Uses30 minutes
Staple Remover:
2 Points
Removes staples without tearing the fabric or causing pain. [+1D6 toward Technique Roll per skill level.]4 Uses5 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 Uses5 minutes




Counter Illness:
The enemy has several weapons that are not claws, teeth, or physical weapons.  When an ally becomes "infected" these skills can help the player recover.  Like Medical Skills- only medics with these skills can cure these maladies.  A medic without these skills purchased will be ineffective.

CostSkill Point CostDescription: 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





Personal:
Personal Skills are special abilities that are owned only by Medics.  Other groups cannot purchase these skills.  These are special attributes that make the Medic's tasks easier.

SkillSkill Point CostDescription: 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

This message was last edited by the GM at 03:58, Tue 12 May 2020.
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