Treatment & Aid
Begun Training to Skilled
Successfully sterilise a wound and bandage it in a calm setting.
1 Day Cooldown
Administer a wounded NPC to a bacta/kolto tank.
1 Day Cooldown
Successfully apply bacta/kolto to a wound, then sterilise it and apply a bandage in a calm setting.
1 Day Cooldown
Successfully craft and apply a splint in a calm setting.
1 Day Cooldown
Successfully apply anti-poison, anti-infection, or anti-radiation treatment in a calm setting.
1 Day Cooldown
Feat
Skilled to Proficient
Successfully sterilise a wound and bandage it during a firefight-esque setting.
4 Day Cooldown
Successfully use a bacta/kolto grenade on a wounded NPC one could not reach or attend to otherwise.
4 Day Cooldown
Successfully treat a burn wound in a firefight-esque setting.
4 Day Cooldown
Successfully craft and apply a splint in a firefight-esque setting.
4 Day Cooldown
Successfully apply anti-poison, anti-infection, or anti-radiation treatment in a firefight-esque setting, before dressing and treating the wound itself.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Successfully treat an injured player character in a firefight-esque/combat setting, where your person is in danger by doing so.
1 Week Cooldown
Successfully treat a serious-level injury of another player.
1 Week Cooldown
Successfully treat your own injury in a firefight-esque/combat scenario.
1 Week Cooldown
Throw a bacta/kolto grenade at an ally who is in mid-combat, without administering it to the opponent they are fighting.
1 Week Cooldown
Successfully speed up the recovery of an injury another player has.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Successfully assess the cause of a player's injuries without metagaming or with them needing to tell you.
2 Week Cooldown
Teach someone in Treatment & Aid to the level of Skilled.
2 Week Cooldown
Use your knowledge from Treatment & Aid to attack an enemy player character's biological weak points in a legitimate combat scenario, and do so to win the encounter.
2 Week Cooldown
Treat a player character's injuries that otherwise would have resulted in a character death.
2 Week Cooldown
Successfully fail at treating an NPC or player character important to your character.
2 Week Cooldown
Feat
Mastery to Extreme Mastery
Design and create, or commission, a unique and efficient bacta/kolto administration system.
5 Week Cooldown
Successfully provide a player with their own cybernetic enhancement or replacement.
5 Week Cooldown
Successfully lead a group of medics in a legitimate combat scenario to save up to 3 players or 10 NPCs.
5 Week Cooldown
Treat a player with a moderate-level injury or higher without any medical equipment around.
5 Week Cooldown
Successfully treat a player character who has greatly wronged your character, or your character wants to see dead.
5 Week Cooldown
Feat
Extreme Mastery to The Mastery
Successfully treat your own nigh-fatal injury, either fixing the issue or abating it long enough for more assistance to arrive.
8 Week Cooldown
Successfully direct another player with no skill in Treatment & Aid to treat another player's nigh-fatal injury over comm.
8 Week Cooldown
Successfully treat another player or NPC while having a serious-level injury or worse yourself.
8 Week Cooldown
Successfully treat a serious-level injury without the use of bacta/kolto/healing chemicals at any point in the process.
8 Week Cooldown
Successfully treat the injury of a Tier 0.
8 Week Cooldown