Re: [Basic] Skill of the week: Esoteric Medicine
In a campaign that is supposed to start today, I have a character with Esoteric Medicine at a high level, thanks to being a Per-oriented character. I'm looking forward to using it in a pinch (the character doesn't want to over-rely on this skill). But there are some campaign house rules, making Esoteric Medicine essentially heal +1 HP on a success of any sort and wound for an extra -1 HP on a failure of any sort; and adding esoteric versions of Surgery and Diagnosis, which default to EM at the same penalties as regular versions default to Physician. Another goodie is the Pressure Points default to Esoteric Medicine -4 (the optional default), though I need a Perk to actually benefit from this default, PP being a TbaM skill.
|