BarretWallace Posted August 19, 2009 Report Share Posted August 19, 2009 Hi all, I've done a few searches through the forums and haven't found anything useful, so I'm taking the risk of starting a new thread. I'm building a character whose powers center around the healing arts. I am not so concerned about building the powers, but I'm wondering what a good skill set would be to complement those powers. He is definitely a trained MD. There would be plenty of science skills (biology, chemistry, etc.), Paramedics...and that's about where I fall short. He's gonna have training on working with supers as well as normals, but beyond that I'm not quite sure what to do. Any thoughts are appreciated. T'anks, EC Quote Link to comment Share on other sites More sharing options...
Blades Posted August 19, 2009 Report Share Posted August 19, 2009 Re: "Super" Doctor skill set Some mundane items: Perk: Fringe: Medical Licence (possibly validation in Several countires) Prof Skill MD Knowledge skill: Superheros Knowlege Skill: Aliens ??? depending on the campaign Knowledge Skill: Unusual Injuries Knowledge Skill: exoic diseases Knowledge skill: most recent medical research Equipment: Some kind of long range radio reception to find where needed Some form of rapid transport Quote Link to comment Share on other sites More sharing options...
Naanomi Posted August 19, 2009 Report Share Posted August 19, 2009 Re: "Super" Doctor skill set The biology science subfields (microbiology, genetics, physiology, zoology, virology, evolutionary biology, virology, evolutionary biology, medicine...) would all have application. If you have ultimate skill, everything in the biology and health sciences tab would be good (plus some social sciences, physics, psychology, etc). Xeno-biology for aliens is good... some sort of 'mutational genetics' or 'bio-energy sciences' would be good for other super heros... cybernetics perhaps? Depends alot on the 'meta-origin story' of most Supers in your world. There is a system in Ultimate Skill that lets you use one science (lets say Biology) as a closely related field (Microbiology) at a small penalty... if the GM is amicable to 'the master of all medical sciences', talk to them about buying Penalty Skill Levels to offset this and then just buy a few 'base' sciences high... Biology and Health Sciences. Or, see about a VPP: 'Health Related Skills Only'... would allow you to recall information with a second of thought about any small subfield. Quote Link to comment Share on other sites More sharing options...
GoldenAge Posted August 19, 2009 Report Share Posted August 19, 2009 Re: "Super" Doctor skill set or.... Science. + Medicine. + Enough Skill Levels to offset any penalties incurred when you drill down into specific subsets. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted August 19, 2009 Report Share Posted August 19, 2009 Re: "Super" Doctor skill set Don't forget Reputation (positive or negative, as appropriate). You never know when you'll need to use a medical facility for some unforeseen purpose. Quote Link to comment Share on other sites More sharing options...
CourtFool Posted August 19, 2009 Report Share Posted August 19, 2009 Re: "Super" Doctor skill set You can never go wrong with some Contacts. They give the GM an outlet for feeding the party information. They are also handy as plot hooks. KS (Hospitals) KS (Medical Professionals) Quote Link to comment Share on other sites More sharing options...
Naanomi Posted August 20, 2009 Report Share Posted August 20, 2009 Re: "Super" Doctor skill set CuK The Medical Community Quote Link to comment Share on other sites More sharing options...
BarretWallace Posted August 21, 2009 Author Report Share Posted August 21, 2009 Re: "Super" Doctor skill set Thank you all! The build is progressing nicely thanks to the excellent suggestions I've seen. The character is turning out to emphasize skills over powers, but for this concept I think that works. Quote Link to comment Share on other sites More sharing options...
Ockham's Spoon Posted August 21, 2009 Report Share Posted August 21, 2009 Re: "Super" Doctor skill set In addition to the ones already mentioned, I would also consider the science skills: Pharmaceuticals, Biochemistry, Poisons, Neurology, Endocrinology, and Anatomy, as well as the PS: Surgeon. To get through all the schooling needed to cover the vast list of skills, Speed Reading and/or Eidetic Memory might be nice. You might also consider buying levels with Science Skills since you will have so many. This could be either due to innate ability or perhaps a high-tech PDA focus that contained or could access various medical encyclopedias. Since doctors are very busy, you might also consider some LS: Sleeps only 20hrs/wk (or less) for 1 point, either because he is used to it or because his healing powers "heal" him of fatigue. If you go the latter route, consider whether he can heal fatigue in others too by purchasing his LS Useable vs. Others. Quote Link to comment Share on other sites More sharing options...
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