D20 Modern Expanded Rules

Table of Contents Items Aid Items Stim Pack Kit Modified Rules Healing Rules Dedicated Heros Rules Field Medic Rules Items

Aid Items

Stim Pack Kit

Purchase DC: 15 (kit of 3 stim packs)

Restriction: +1

Weight: 1 (kit of 3)

Can be used by the a character to heal him/herself or another. Full round action (cannot move and apply a stim pack). If it is used on another, it take a move action from the other character.

The stim pack is a hypodermic injection cocktail. It contains morphine, steroids, antibiotics, wound healing enzymes, and other chemicals mixed in with synthesized O blood. A stim pack kit also includes a special ointment and basic bandages that are applied. A stim pack cannot be used on a character with 0 or less hit points.

Various rules for surgery apply for stim packs including:

The dedicated hero's talents: Improve aid another, Healing touch 1, and Healing touch 2

Effect: 1d4 + 1 for turns equal to every 4 points of treat injury (skill of delivery character) round up. The treated character takes -1 on all dexterity, constitution, and intelligence based checks for 10 minutes. This includes attack rolls and save throws. Stim packs will not stop a character from bleeding to death or help them regain consciousness.

Example:

Skill of delivery character | Turns of healing effect

0 | 0

1 | 1

4 | 1

5 | 2

8 | 2

9 | 3

12 | 3

Stim packs can be crafted. The raw materials and ingredients cost DC 14, and it requires a craft pharmaceutical DC 25. Crafting takes 3 hours after raw materials are acquired. If the check is failed than all 3 hours and the raw materials are wasted.

Modified Rules

Healing Rules

Dedicated Heros Rules

The dedicated hero's talents: Improve aid another, Healing touch 1, and Healing touch 2 also affect stim packs as mentioned above

Field Medic Rules

Medical Specialist: rather than +1 to treat injury checks the Field Medic gets + Wisdom Modifier + ½ Field Medic level round up.

Expert Healer: rather than + Field Medic level to healing the Field Medic gets + Wisdom Modifier + Field Medic level to healing

Adrenaline Pack: At level 2 the Field Medic can use a “special injection item” to heal temporary hit points. At the beginning of a mission The Field Medic can craft a set of these items. The number of items in the pack is equal to the wisdom modifier + Field Medic level.

The crafting DC is a check of craft Pharmaceutical of 10. The character can craft a maximum of twice before a mission, two packs. If the character takes a 10 on the DC they can only craft one pack.

The patient will receive temporary hit points as the table stats below.

Field Medic Level | Temporary Hit points

2 | 2d6

4 | 4d6

6 | 6d6