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#19 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Also, Medic! is far broader than just "Physician and some stuff that defaults to it." In the rules as written, it covers fully general Bioengineering, Biology (Biochemistry), Diagnosis, Electronics Operation (Medical and Scientific), Esoteric Medicine, Expert Skill (Epidemiology), Hazardous Materials (Biological), First Aid, Hypnotism, Physician, Physiology, Psychology, Surgery, and Veterinary; Administration, Diplomacy, and Law (Criminal) when dealing with medical personnel, institutions, and legal cases; Chemistry, Herb Lore, Naturalist, Pharmacy, and Poisons when dealing with drugs or toxins; Computer Operation for medical systems; Current Affairs (Science & Technology) and Research for medical research; and Forensics for autopsies. It also serves as a generic Influence skill when dealing with medical professionals. This is not my personal, creative interpretation – that's right from the pages of two published supplements (Monster Hunters 1 and Power-Ups 7).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| bang skills, kromm explanation, power-ups 7, wildcard skills |
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