Medic: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
| Line 12: | Line 12: | ||
! 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>[[ | +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 |
|---|---|
| Skill bonuses: | +15 to First aid +10 to Empathy, Doctor |
| Starting equipment: | traveling clothes
|
| Starting capital: | 90$ + 1 D6 * 10 $ |
| Fitting traits:: | Nice guy (or gal) |