(OOC: not being a medic in real life, I have to rely upon the GM's discretion as to what an in-game trained medic - Block - thinks the appropriate actions are to take, here.)
Block continues to work on fixing Ace's wound. If it looks safe to remove the spike, he does so, and applies the appropriate anti-biotics and clotting factors that his training would suggest:
Medicine (pool 7, Medkit +6) : 5,4,6,6,1,3,4, 5,6,5,5,6,4
First Aid (pool 7, Medkit +6) : 4,4,5,5,1,5,5, 5,6,6,4,4,4
His goal is to have Ace: fully functional (i.e. able to think, walk, and shoot things as normally as is possible for semi-Agent Blond), followed by (in descending order of preference): not at risk of dying, not in pain, conscious, not a threat to himself or us, not delirious, not impossible for us to extract.
If the monitors do show that Ace's life is immediately threatened, Block will exhaust his mundane medical skills first, and if necessary, will switch to Force 5 Healing for his buddy:
Spellcasting pool 9: 4,2,3,6,5,2,6,5,2
Drain Value: (OOC: Er, the spell says "Damage Value-2" ...)
Drain Resist: 6,6,2,5,4,5,1,6,2
If the monitors do *not* show that Ace's life is in immediate jeopardy, Block will hold off on the Healing. He doesn't want to complete fatigue himself in only the first battle of the day. |