Medical Skill
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Effects
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Who has this
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Level 0
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- Longer delay for feeding pills
- Fumble when using hyposprays
- Less advantage using BRUTE and BURN kits over gauze and ointment
- Splints have 1 health
- Defibrillating heals for 8 BRUTE/BURN/TOX damage per use and takes 5 seconds
- You fumble when using health analyzers for up to 4 seconds
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Squad Marine, Squad Engineer, Squad Smartgunner, Mech Pilot, Transport Officer, Pilot Officer, Chief Ship Engineer, Requisitions Officer, Ship Technician, Corporate Liaison
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Level 1
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- You can use hyposprays without a fumble
- You can examine containers with reagents and tell which reagents are inside
- Splints have 15 health
- Defibrillating heals for 4 BRUTE/BURN/TOX damage per use and takes 5 seconds
- You can use health analyzers with no fumble
- Using a health analyzer and keeping the window open allows it to auto-refresh every so often
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Squad Leader
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Level 2
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- You're able to remove shrapnel with no fumble
- Each piece of shrapnel removed does 15 BRUTE to the limb it's removed from versus 30 BRUTE
- You can use BRUTE and BURN healpacks to heal 12 damage with each use, with no slowdown
- Splints have 30 health and are applied with no fumble
- Defibrillating heals for 8 BRUTE/BURN/TOX damage per use and takes 3 seconds
- You can use the ChemMaster
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Field Commander, Staff Officer, Squad Corpsman
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Level 3
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- Splints have 45 health
- Defibrillating heals for 12 BRUTE/BURN/TOX damage per use
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Captain, Early Synthetic
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Level 4
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- Splints have 60 health
- Defibrillating heals for 16 BRUTE/BURN/TOX damage per use
- You can use research tools like the Researcher's subterranean excavator
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Medical Doctor, Researcher, Synthetic, AI
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Level 5
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- Splints have 75 health
- Defibrillating heals for 20 BRUTE/BURN/TOX damage per use
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Chief Medical Officer
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