You can restore Health points to your teammates, and can perform first aid on sick or injured individuals. Unlike most other general abilities, you do not roll a d6 when spending Medic points. Should you be using a medkit, every point you spend from your Medic pool restores 2 Health points to someone else or 1 Health point to you. If you do not have a medkit available, the Medic ability works at half effectiveness. It’s always good to carry around a spare medkit or to produce one with the Preparedness general ability.
Rarely, Medic tests are used for actions other than healing; for instance, a Difficulty 3 Medic test can stabilize someone who is seriously wounded; a Difficulty 4 Medic test can reawaken someone who is stunned, quickly remove the psi-active cocoon around the victim of an ezeru, or help someone suffering from uncontrollable nausea. In such cases, roll a d6 normally and add Medic points in order and try to hit a Difficulty Threshold. Such spends do not simultaneously restore Health points.
Booster: Heal Thyself. If your Medic rating is 8 or more, you can heal yourself as efficiently as you can heal others, gaining 2 points of your own Health back for every point of Medic you spend.