Medic: Difference between revisions

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! scope="row"| Skill bonuses:
! scope="row"| Skill bonuses:
| +15 to <i>[[First aid]]</i><br>  
| +15 to <i>[[First aid]]</i><br>  
+10 to <i>[[Empathy]], [[Doctor]]</i><br>
+10 to <i>[[Empathy]], [[Doctor (skill)|Doctor]]</i><br>
+5 to <i>[[Trade/haggle|trade/haggle]], [[Teaching/instruction|teaching/instruction]]
+5 to <i>[[Haggle/trade|Haggle/trade]], [[Teaching/instructing|teaching/instructing]]
|-
|-
! scope="row"| Starting equipment:
! scope="row"| Starting equipment:

Latest revision as of 13:45, 31 May 2024

This page is about one of the Classes.

Medics are not as well educated in medical matters as full fledged doctors – but still a lot better than any layman – and a lot better than the medical help most people in the Wasteland have available.



Extraordinary skills: Field medic OR Emergency room medic

Biologist

Skill bonuses: +15 to First aid

+10 to Empathy, Doctor
+5 to Haggle/trade, teaching/instructing

Starting equipment: traveling clothes



Scalpel
3 Stimpaks
2 pill capsules of headache pills
1 dose of antidote
1 first aid box
medic's bag

Starting capital: 90$ + 1 D6 * 10 $
Fitting traits:: Nice guy (or gal)

Skilled
Theoretical education
Healer
Attentive student