Medicine

Medicine is, by modern standards, a joke in 2170. A mixture of hearsay, old wive's tales and mysticism, most curatives and even CPR techniques are ancient, mythical rituals that are barely understood by the inhabitants of the Clean Zones. Of course, they work, and that's all most people care about at the moment

Patching Up
The most usual use of a Medic's abilities, it involves setting bones, stitching wounds and wrapping bandages. It is also the most complicated subgame of all the actions. When the character is wrapping bandages, you must rotate the right thumbstick counter-clockwise and when the character is stitching, you must move the right thumbstick up and down. Every full rotation or "stitch" gives a percentage chance for the character being healed to regain some health.

Reviving
When a character drops to 0% health, a character has five minutes to revive them before they die. The character performing the CPR must hit a point on a bar above the character who is bleeding out five times in a row by pressing "A" when a marker reaches a target point on the bar. As the character's Surgery skill improves, the marker slows as it reaches the target point. If at any point the target is missed, the character must start again, and if the bleeding out character's time runs out, they will die.

Alchemy
While somewhat like crafting, Alchemy always uses herbs (Healing Herbs for all healing kits, Harming Herbs for poisons), and cannot be Masterwork.

Body Modding
A Surgeon can attach a Cybernetic or Bionetic body part to a person who has lost their limb (or help a character lose a limb quickly and cleanly, if they have all their parts). This is done using a minigame involving attaching different wires to different nerve endings before a timer (depending on how high the character's Surgery Skill is). If the timer runs down, the transplantee goes into shock and must be revived before the Body Modding can continue.