Remove up to :eK: :eK: from skill checks to find food, water, or shelter. Survival checks take half the usual time.
Stimpacks heal 1 additional Wound per rank of Stimpack Spec.
Gain +1 Strain Threshold
When making a Medicine check to help a character heal Wounds, the target heals 1 additional wound per rank of Surgeon.
Gain +2 Wound Threshold
Patients recover 1 additional Wound per rank of Bacta Specialist when they recover Wounds from bacta tanks or long term care.
Choose any two skills. They permanently become career skills.
Take the Stim Application action; make a :eD: :eD: Medicine check. If successful, one Engaged ally increases one characteristic by 1 for the encounter and suffers 4 strain.
Once per round, suffer 2 Strain to decrease the difficulty of a Medicine check by 1.
When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Once per session, may re-roll any one Medicine check.
Improved Stim Application Active When taking a Stim Application action, may increase the difficulty to :eD: :eD: :eD:, and target only suffers 1 Strain.
After making a successful attack, may spend a Destiny Point to add damage equal to Intellect to one hit.
Gain +1 to a single Characteristic. This cannot bring a characteristic above 6.
Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad incidental; make a :eD: :eD: :eD: Medicine check to stop the ally from gaining the Critical Injury.
When taking a Stim Application action, spend :e!: to increase an additional characteristic by 1.
Career skills: Athletics, Medicine, Survival, Knowledge (Warfare), Brawl, Melee, Ranged (Light), Ranged (Heavy)
Spec skills: Medicine, Resilience, Vigilance, Knowledge (Xenology)