Upon seeing "badly battered" constables, Block grabs his medkit from the car and does the "idiot charging across the battlefield" schtick to go help the cops.
Assuming that there are already parameds helping the cops, and that they are a little overwhelmed by the immediate needs of the people being brought out:
Block basically forces his help on the parameds tending to the cops that were pulled out of the building. If anyone tried to stop him, he flashes his DocWagon corporate ID card, and uses the "well, if you *don't* want another trained medic to SAVE THAT GUY'S LIFE" speech to bully his way past any red tape that gets thrown his way. The only people he will not try to intimidate out of his way are the actual doctors/nurses/parameds working on the wounded - those get his complete deference and cooperation.
Assuming that works and he gets close to the wounded, Block wants to understand the wounds he is seeing. Are they physical, mental, mystical, et ceter?
He also interrogates any wounded person he can about the nature of the wounds, even in a whisper. For example, "This looks like a sting - if you don't tell me exactly what stung you, I won't know which anti-toxin to administer, will I?" Any information he can get ... he wants.
But treat them, all the same. Pull out the medkit bonus for the seriously hurt, or for any big brass that he might treat. He would be willing to cast Heal if absolutely necessary to save a life.
EXCEPTION: Anyone wounded with a DocWagon contract gets priority from Block. If he sees one of those, he flags Ace down that we have a customer. That would, in turn, make him wonder why we were not activated ... and would cause him to suggest to Ace that he might want to "report in". Do not trigger this line of action unless he sees a Customer, though.
For the GM: Block would forget to shift to his alternate commlink for this. He would, however, pull out the vision enhancement glasses, as those are part of this standard "examine the patient" toolkit.
Perception rolls (vision): 6d6: 5,6,4,4,2,3
Assensing rolls: 4,2,6
Medicine: 2,2,6,1,4,4,4
First Aid (not using kit, 7d6): 5,5,2,1,5,2,3
First Aid (using medkit, 11d6): 2,2,3,3,3,2,1,6,5,1,5
If he gets anything useful, and a free moment, squawk that stuff it to X and Ace. |