QUOTE (Jack VII @ May 27 2015, 04:54 PM)
Mel's First Aid is 2, so I can only add 2 dice to her test since it is capped at the leader's skill level. She could add 3 to mine if she rolls well. I feel like PG has a R6 medkit in the van. So, we could arrange to drop off Bai, the jammer, and one of us (maybe Snap) for a minute, drive away, turn the Medkit on, do the first aid, head back, pick them up, and have Snap do her Heal Spell. Also, Snap could cast her Resist Pain spell to possible eliminate Mel's wound modifier.
This sounds like a plan - Chrome is away, but I don't think he will have an issue casting those spells, and PG does have a Rating 6 Medkit.
Let's do the die rolls now and then some IC posts can go up for various people:
Snap casts Resist Pain on Mel - at Force 6 (Drain 2DV)
14 dice (including +2 from Mentor)
14d6: 49 [14d6=5, 3, 1, 4, 5, 4, 1, 6, 3, 2, 3, 6, 5, 1] = 5 hits, so Mel has no target modifiers
Snap resists Drain
13d6: 52 [13d6=1, 4, 6, 2, 2, 5, 6, 6, 6, 3, 3, 4, 4]= 4 hits
Next is Mel's teamwork test, which is 8 dice:
8d6: 33 [8d6=5, 2, 6, 4, 2, 6, 2, 6] = 4 hits, reduced to 3
Jack's First Aid test:
6 dice, +6 from Medkit, +3 from Mel, -2 for conditions = 13 dice
13d6: 55 [13d6=5, 4, 2, 3, 5, 5, 4, 5, 2, 4, 6, 4, 6] = 6 hits, which beats the threshold by 4, reduced to 3 by Jack's skill
So Mel heals 3 boxes of damage.
Last, Snap casts Heal (Force 2, since that's all she needs)
13d6: 48 [13d6=6, 1, 2, 6, 4, 2, 3, 2, 5, 5, 5, 6, 1] - more than enough hits to heal Mel
And she resists drain
13d6: 37 [13d6=4, 2, 1, 2, 3, 5, 4, 4, 4, 3, 1, 3, 1] - taking 1 box of Stun Damage.