As I prepare my first campaign I know one of my players will be a Doctor as playing the healer has always been her thing. As I familiarize with the healing mechanics and what not I have come up with a couple questions and would like to get a feel of what others are doing.
Emergency medpac vs medpac
I'm a search and rescue volunteer and a conceal carrier, as such I carry on me every day a pocket sized trauma kit that has: gloves, hemostatic gauze, compression bandage, tourniquet, occlusive bandage, nasopharyngeal airway tube, and trauma shears. I consider this the "emergency medpac." It's a one time use kit (maybe two if the subjects have injuries in different areas) just to get the subject through until better help arrives.
The medpac would include multiple emergency medpacs and an AED (or the star wars version which would be similar in size but include far more capabilities than just being an AED).
The "emergency medpac" I carry (when I carry it in field) easily fits in my pack and I still have the capacity to include my other SAR gear. Our dedicated EMT carries nothing but med gear and relies on team members for other field gear. This dynamic translates well into the adventuring part make up.
My question is that the RAW don't really (that I have seen) talk about the consumable aspect of the gear. How is everyone playing these mechanics?
Also, the Stim Application talent does talk about medical components. Are stimpacs required to perform this action? Does the target get the healing benefit of the stimpac on top of the characteristic boost? I'm inclined to believe that because of the desired effect of the action the Dr. should have to use a different kind of stim to make the action. The players inventory will have to differentiate between stimpacs and booster stims.
What are others doing?