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Mid-tier medical tools
Bridging the gap between 2,000~ chyen and 30,000+

I've picked around about medical tools IC about as much as I think I can, so please forgive me if I'm wrong about any of my assertions here. I'm also trying not to give out any excess information or anything either.


If you play a medical archetype, your options for actually healing people are limited to either using a medpak, a specific medical kitbag, and a room/vehicle with medical facilities (a clinic or an ambulance). You can get medpaks on day 1, but they aren't very good for much of anything save for stopping bleeding (which is kind of important admittedly), and the kitbag is a high-value item that costs more than several entry-level vehicles even from a fixer, so being able to actually use it in the Mix and not have it immediately stolen/mugged from you is gated behind a lot of circumstance.

The absence I'm trying to highlight here is that there's no middle ground between 'gas station medpak' and 'tactical combat medic supergear' in the 5-8k chyen or so range. I and I think a lot of other medic players would love if there was some cost-effective in-between option that let you heal wounds better than a medpak (admittedly not hard to do) but obviously not as great as a kitbag, a clinic, or an ambulance whilst also not be able to do the extra bonus thing that the kitbag can also do.

I've noticed a lot of discourse about medical archetypes often moonlighting in other professions, and given the restrictions described above, it makes a lot of sense as to why. More available medics not being chained as heavily to clinic rooms might make people a little more willing to do dangerous stuff if they can fork out for one. Or maybe the kitbag is just too expensive? I'm not really sure.

(Edited by Ameliorative at 4:32 pm on 3/23/2026)

(Edited by Ameliorative at 4:34 pm on 3/23/2026)

I have noticed this issue too, notably that the basic medpaks can't always stop basic bleeds too. For that you're better off with the trauma patches that anyone can slap on, further making the low cost medpaks seem a little… Lacklustre?
I think this is a fair ask, especially if the item is more in the 15 to 20 range. The real answer for care for most characters is just 'get them to a clinic with a heartbeat' but I agree an item like this would be cool for a whole bunch of reasons.
To say a bit more on the subject, the disparity between the two is kind of insane. You go from a medkit that can't tend to shrapnel wounds, wounds from crashes, bleeding wounds, to one that can not only do all of that, but then also provides resuscitation and revival tools as well. There's no in between point for a medically specialised character. You either drag around the super high cost combat kit for emergencies or hope that you can get the character to a clinic.

I've had situations before where a character is bleeding out and the medpak is unable to stop it but the attack hasn't ended so they can't be brought to a clinic. And walking around with the high priced kit is just asking to lose it so it doesn't feel worth buying. A mid point would make me personally much more likely to have my character leave with medical suplies on them and engage more with the medical aspect of their archetype.

There's resuscitation chrome too but the use case for it is practically non existent, because if you're in a situation where you need the resus chrome, you can't then capitalize on the fact that you've brought someone back from the brink unless you have the kitbag that already lets you resuscitate people in the first place.

Which sucks because the resuscitation chrome is super cool!

Yeah! The Resus chrome is super cool! But like you said you then also need the kit bag to be able to heal them back from the brink making it kind of redundant. In addition, both Resus options require a power source that you have to acquire and a way to maintain that power source, so your buy in for either is very high.
Honestly, just being able to have something at a lower tier than the kitbag for the healing people would make the resus chrome feel much more worth having. Because you could respond to something on scene and then heal them to stable still on scene.
Loosely related; I haven't seen a certain ambulance move once in the 2 plus years I've been here. If paramedics were given the responsibility to utilize them you could probably alleviate some of these issues for the employed medic.
It is really uncommonly hard to get ambulance access for some reason even though the entry-level EMS role is literally perked for it.
Can second I've never seen or heard anyone ever use an ambulance in the game, it would be cool if they were more active and have some of them around, along with the med bag stuff, medics do seem chained to a hospital otherwise the two options are either almost pointless or super elite $$$$
Change the resus chrome to be cheaper, and to not require a power source. Make it drain a big spike of stamina from the user instead (drawing from your body's reserve of built up bio-electric energy or some shit like that)
Buff regular and 'big' medkits. Lower the cost of single-use patches, or make 'low quality' and 'high quality' versions of both with different prices. Make them mechanically the exact same except in brand name because that's literally how medicine is in real life, the off-brand shit works just as well 99.9% of the time as the named stuff. Let chemists MAKE medicine stuff, and medical chemicals.

Chemists being able to make medical stuff would be spectacular, honestly.
The last time I remember the ambulance being used was about the time Fuller-Med stopped doing chrome, Actually it was longer than that. I remember that last character that used it but I forget their name. They used to have this really cool FSMC, So between 4-7 years I think?

(Edited by Rillem at 11:58 am on 4/2/2026)