Sick Bay

Prerequisite: Level 5, base cost 1,500 gp.   Facility Rating: 2 (Cramped, 4 Squares)   Supply: 1 Nature, 1 Arcana, 1 Worship   Action: Empower (crew member with loyalty 5+ and proficiency with Medicine, or character with proficiency with Medicine), Recruit     Creatures that have been hurt or even killed can be assisted using the Sick Bay. It contains a mixture of both mundane and medical devices that can be used by a crew member or character with proficiency in medicine. Each Sick Bay has two Treatment Stations.  
Crew Access
If you have an active Sick Bay, you can recruit specialist (medical) crew. For more details on Specialists, see Hiring Crew.  
Treatment Stations
The treatment beds, tables, and couches within a Sick Bay can be adjusted to treat a wide variety of creature sizes, providing they can fit in the room. An active Sick Bay can treat creatures with the humanoid type. Other creature types can only be treated within a Sick Bay if the Crew Access of another active facility grants the ability to the Sick Bay.   Any creature that spends a Short Rest within an active Sick Bay doubles the amount of healing received per spent hit dice.  
Emergency Medicine
In extreme circumstances, a Sick Bay can be used to attempt to revive a dead creature. A crew member or character with expertise in Medicine may use a Help action to attempt Emergency Medicine on a target creature within a Treatment Station that has died within the last hour.   Only a single attempt at Emergency Medicine can be attempted upon a dead creature. The crew member or character attempting Emergency Medicine makes a Medicine proficiency check with a base difficulty set by the DM based on the cause of injury and death, with a plus 1 penalty for every minute since the target creature died. If successful, that creature revives with 1 Hit Point. This action can’t revive a creature that has died of old age, nor does it restore any missing body parts.  
Proficiency
When you perform an Empower action on the facility, if you are not proficient with Medicine make a wisdom check against DC 15; if successful you gain proficiency with Medicine.  
Empower Options
When you use the Empower action with this facility, choose one of the following options:   Empower: Therapeutic Procedure. This action requires a crew member or character with expertise in Medicine. Target one creature within a Treatment Station, who has completed a Long Rest within the facility within the last day. This creature receives the benefit of a Greater Restoration spell.   Empower: Rehabilitative Procedure. This action requires a crew member or character with proficiency in Medicine. Target a number of creatures equal to or less than your proficiency modifier within a Treatment Station, who has (or have) completed a Short or Long Rest within the facility within the last day. This creature(s) receives the benefit of a Lesser Restoration spell.   Empower: Major Surgery. This action requires a total of two crew members and/or characters with proficiency in Medicine, one of whom must have expertise in Medicine, and each must have a base proficiency bonus of at least 3. Target one creature within a Treatment Station, who has completed a Long Rest within the facility within the last day and has suffered a Significant Injury as per the table below. The creature selects a prosthetic or transplant option from the Significant Injury Table, gains three levels of exhaustion, and must immediately make a constitution saving throw against the DC of the injury and selected replacement option.  
*vessel must have an Active Workshop ⛧vessel must have an Active Lych-room, or a willing donor who has just completed a long rest within the same Active Sick Bay.   If successful, the DM determines the nature of the available prosthetic device or transplant organs. On a failure, the prosthetic device or transplant organ does not take, and the target receives another d3 exhaustion levels. On a critical failure the DM may determine the target is injured further, including death.  
Recruit Options
When you use the Recruit Action with this facility, you perform the Recruit: Specialist (Medical) action:   Recruit: Specialist (Medical). When you make a Recruit Action with this facility, you may choose to attempt to recruit a Specialist (Medical). For more details on Specialists, see Crew.

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