Physician: Difference between revisions

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''Defaults:'' {{IQ-6}}, {{First Aid-11}}, or {{Veterinary-5}}.
''Defaults:'' {{IQ-6}}, {{First Aid-11}}, or {{Veterinary-5}}.


This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury (see [[Recovery]]), and whenever the GM requires a roll to test general medical competence or knowledge. Apply [physiology modifiers]] if your patient is of a different species from you.
This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury (see [[Recovery]]), and whenever the GM requires a roll to test general medical competence or knowledge. Apply [[physiology modifiers]] if your patient is of a different species from you.


At [[TL4]] and below, this skill does not exist in most game worlds. Instead, use [[Esoteric Medicine]], [[Pharmacy]] (Herbal), or both. At [[TL5]]+, medical knowledge is divided between [[Pharmacy]] (Synthetic) and Physician. A physician knows a great deal about drugs. He can identify most drugs fairly easily (at -5 without laboratory facilities but +3 if he takes the risk of smelling/tasting the substance), but he cannot formulate them unless he also learns [[Pharmacy]].
At [[TL4]] and below, this skill does not exist in most game worlds. Instead, use [[Esoteric Medicine]], [[Pharmacy]] (Herbal), or both. At [[TL5]]+, medical knowledge is divided between [[Pharmacy]] (Synthetic) and Physician. A physician knows a great deal about drugs. He can identify most drugs fairly easily (at -5 without laboratory facilities but +3 if he takes the risk of smelling/tasting the substance), but he cannot formulate them unless he also learns [[Pharmacy]].


{{Medical Skill]]
{{Medical Skill}}

Latest revision as of 13:50, 25 May 2014

/TL

IQ/Hard

Defaults: IQ-6, First Aid-11, or Veterinary-5.

This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury (see Recovery), and whenever the GM requires a roll to test general medical competence or knowledge. Apply physiology modifiers if your patient is of a different species from you.

At TL4 and below, this skill does not exist in most game worlds. Instead, use Esoteric Medicine, Pharmacy (Herbal), or both. At TL5+, medical knowledge is divided between Pharmacy (Synthetic) and Physician. A physician knows a great deal about drugs. He can identify most drugs fairly easily (at -5 without laboratory facilities but +3 if he takes the risk of smelling/tasting the substance), but he cannot formulate them unless he also learns Pharmacy.