Meanwhile, the paramedics pronounce four of the invaders dead: the three who fell from the roof and the fourth who didn't survive interrogation. They make little effort to bring the others back to consciousness, trying instead to get them stable before bringing them to waiting ambulances.
All of this takes a couple of hours, pushing almost to midnight by the time the EMTs get to you. A bearded paramedic named Larry confirms Marv's suspicion that he's concussed and tries to treat the injury. He's unfortunately unable to do much, but he suggests that Marv could try the hospital if he's really concerned. Otherwise, he should take things easy for the next week or so.
Another paramedic looks after Hank, but she suggests that his injuries need a bit more time to heal, as well and attempts to stitch up his head. He does so with no problem.
Eskaton, Kermit you do have 3 advantage to spend (his equipment adds 1 automatically). Doesn't have to be directly related to healing; maybe the paramedic notices something potentially useful about the wound or the scene you're all in, for instance.
Rolls
Medicine w/medkit
1 Success, 3 Advantage, 2 Failure, 1 Threat
Total: 1 Failure, 2 Advantage