I don’t have initials after my name, but I can fix that arm. Or you lose it. Your choice.
1d10 | Type |
---|---|
1 | Surgeon |
2 | General Practitioner |
3 | Trauma Medic |
4 | Psychiatrist |
5 | Cyberpsycho Therapist |
6 | Ripperdoc |
7 | Cryosystems operator |
8 | Pharmacist |
9 | Bodysculptor |
10 | Forensic Pathologist |
1d6 | Partner |
---|---|
1 | Trauma Team group |
2 | Old friend |
3 | Possible romantic partner |
4 | Family member |
5 | Secret partner with mob/gang connections |
6 | Secret partner with corporate connections |
1d6 | Workspace |
---|---|
1 | Sterilized daily in the morning like clockwork |
2 | It’s not state-of-the-art anymore, but comfortable to you |
3 | Cryo equipment also keeps drinks cool |
4 | Everything possible is single use and stored compacted until needed |
5 | Not as clean as your patients would have hoped |
6 | Meticulously organized, sharpened, and sterilized |
1d6 | Clients |
---|---|
1 | Local fixers send you clients |
2 | Local Bandits who protect your work or home in exchange for medical help |
3 | Corporate Execs and Operatives who use you for “black project” medical work |
4 | Solos and other combat types |
5 | Local Nomads ad Fixers bring you wounded clients |
6 | Trauma Team paramedical work |
1d6 | Type |
---|---|
1 | Scavenge stashes of supplies in abandoned city zones |
2 | Strip parts from bodies after firefights |
3 | Have a local Fixer bring you supplies in exchange for medical work |
4 | Corporate Execs or Trauma Team keeps you supplied in exchange for your services |
5 | You have a backdoor into a few corporate or hospital warehouses |
6 | You hit the Night Markets and score deals whenever you can |
Ask these questions to different players about their characters to build existing relationships.
As a Medtech, you have access to special wired components that allow you to perform tasks others can’t. When you gain a rank in the Medtech role ability, you also gain one rank in two different of these components. This is the only way to increase these!
Any one of the Medtech specialty Components can be used with TECH + Medicine to understand and use medical equipment. Used with TECH + Electronics, they can be used for repairs of such equipment.
Unlike the other options, this doesn’t actually act as a component of its own. When you stabilize someone. applying a quick fix to a critical injury (page 83), or any other regular use of the Medicine skill not govered by this Role ability, add your ranks in this specialty to your roll.
Given ten minutes to care for someone’s wounds, you may heal them as many points as twice your ranks as Battle Medic. A person can only benefit from this healing once per day, but it is on top of other healing you can provide.
A TECH + Medicine (Pharmaceuticals) check can be used to analyze pharmaceutical compounds and drugs.
Each time you gain a rank in Pharmaceuticals, you learn how to synthesize one of the drugs listed here. Ingredients are €$100 (Premium) for a number of does equal to your rank in this specialty. Preparation of that many doses takes 1 hour and requires a DV15 TECH + Medicine (Pharmaceuticals) roll, wasting materials on a failure.
Drug | Effect |
---|---|
Antibiotic | A target that has already started the natural healing process heals an extra 2 Hit Points every day for the next week. They can only benefit from one antibiotic at a time. |
Immunosuppressants | The PSYCHE loss from cyberware is reduced by 3d6 for the next 24 hours. Each piece still causes a minimum loss of 1 if it had any loss to begin with, or 2 if it’s borgware. A person can only benefit from one immunosuppressants use/week. |
Myelin Strengthener | The target’s neural pathways gain better insulation, increasing their RFLX by 1 for the next 2d6 hours. A person can only benefit from one dose/day. |
Rapidetox | The target is immediately purged of any drug, poison, or intoxicant as if they body had broken it down in seconds. |
Roids | The target’s muscle fibers are strengthened on a nano-level, increasing their BODY by 1 for the next 2d6 hours. A person can only benefit from one dose/day. |
Runnerspeed | If the target can perform NET actions, they are able to perform an additional NET action per round for the next hour. |
Speedheal | A target who isn’t Mortally Wounded immediately heals Hit Points equal to their BODY. A person can only benefit from one Speedheal use/day. |
Stim | For the next hour, the target can ignore all penalties from being Seriously Wounded. A person can only benefit from one Stim use/day. |
Surge | The need for sleep is effectively paused in the target for the next 24 hours. A person can only benefit from one Surge use/week. |
Torpor | After a couple of minutes, the target becomes unconscious for 2d6 hours and it takes a DV15 TECH + Medicine (any) check to detect any vitals. When making this dose, you also produce an antidote that will instantly wake the target as an action. |
Applying a dose with an airhypo takes an Action. If the target is unwilling, you may make a BODY + Melee administering the dose instead of dealing damage on a hit. Someone without at least one rank as a Medtech can’t administer pharmaceuticals correctly. The effect might be pointlessly weak, dangerously potent, or have weird interactions when handled by someone without training.
Note that the medicine listed here is carefully calibrated for medical applications. It’s theoretically possible to use what you know to develop street drugs, but the details would have to be up to the GM.
A cryosystem requires a successful TECH + Medicine (Cryosystem Operation) check as an Action before it puts an enclosed body in stasis. The DV is 13 for a pump or 15 for a tank. Either allows for surgery without a risk of worsening conditions while the stasis lasts. A pump can function for a week it can maintain stasis while a tank lasts for as long as it has power. A tank also allow for complete body modification surgery. Only a Medtech with at least one rank in this specialty cna hope to operate a cryosystem.
At certain ranks, the Medtech gains access to equipment for free. It’s owned by the government, a corp, or Trauma Team; the Medtech is resposible for any damage or the like but it’s otherwise at their disposal. This is a perk of being well connected through a licence to practice.
Rank | Equipment |
---|---|
1 | 1 basic cryopump |
2 | You’re a registered Cryotank Technician with 24/7 access to a tank at a specific facility. |
3 | You may instead have the tank in any appropriate room of your choosing. |
4 | You instead have two cryopumps with two charges each. |
5 | You have two additional tanks installed in a room, or rooms, of your choosing. |
6 | You have three cryopumps, each with three charges and are able to hold two people. |
7 | You have a total of six tanks, installed wherever you want them. |
10 | You have access to any number of tanks, provided you give a good reason. |
PSYCHE loss: 12 (Max reduced by 4)