YOU'RE WHAT KIND OF DOCTOR!?!

NEW MEDICAL ROLES FOR CP2020


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Tired of being the typical Med-Techie that runs with the solo squad or cleans up the street with Trauma Team? Here are some new skill packages that might suit your character better.

While not directly related to the medical field, these next two skill packages may be useful to your MedTech-variant PCs:


Doctor (General Practitioner)

Career Skills:

(NOTE: While there is already a skill package listed in NeoTribes for this skill package, many of the skills contained therein are probably not well suited for a "typical" general physician in an urban setting.)

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Nomad Doctor

Career Skills:

This description is taken directly from RTG's NeoTribes sourcebook.

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Herbalist

Career Skills:

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Medical Researcher

Career Skills:

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Paramedic

Career Skills:

This character is probably the closest to a basic MedTech character. He/She is typically an urban EMS first responder, like the medical crew aboard a Trauma Team AV-4 or ambulance. They are skilled with dealing with unruly patients and they know the streets. They live on caffiene and exhaustion, and they hardly even flinch when a stranger pukes on them. Ahh, what a life!

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Combat Medic / Corpsman

Career Skills:

Combat medics are the poor bastards who run around on a battlefield and gather the wounded without becoming a casualty themselves. Pity them. Note that a combat medic is a Solo first, and a MedTech second. If they can't survive in a combat environment, they can't tend to the medical needs of their fellow soldiers. If they survive their tour, most don't continue their career in medicine. However, with the job market booming in the strike medical field, who can say for sure?

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RipperDoc

Career Skills:

You'll find these "professionals" in any large city. If there is a black market for illegal cyberware or illicit bodymods, the RipperDocs won't be far behind. Just ask around. Oh sure, their "clinics" may not be as sterile as one would like, and their prices might be higher than you want to pay, but you can't exactly go down to Parts & Programs at the mall and ask for those new crysteel wolvers, now can you?

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BioChemist / Drug Designer

Career Skills:

Drug designers can be anyone from a white-collar lab engineer at Biotechnica to a backroom SnapCoke synthesizer. By their nature, they are well-educated and tend to have a vast knowledge of the more esoteric aspects of plant and artificial compounds and their effects on people. Most are at least minimally capable of maintaining their own lab equipment, but it never hurts to have a good techie around, just in case the gas chromatograph REALLY goes south!

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Scientist

Career Skills:

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Public Relations Rep

Career Skills:

The Public Relations Representative is the corporation's link to the general public. He/she is responsible for being able to handle the press, public, and government officials when things go wrong or really great. They need to be able to announce news of that great new product line and inform the public about that unfortunate chemical spill.

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Police Dept. Medical Examiner / Coroner

Career Skills:

The mission of the Medical Examiner is the investigation of sudden, unexpected, unexplained, suspicious and all violent deaths. Areas of responsibility may include:

A medical examiner works for a city police or directly for the county, and is responsible for conducting the preliminary investigation of the cause and manner of deaths being investigated by the authorities. They interact with city, county, state, and occasionally, federal agencies. They will generally be called upon to investigate any death affecting the public interest, including, but is not limited to, any of the following:

  1. Violent death, including homicidal, suicidal, or accidental death.
  2. Death caused by thermal, chemical, electrical, or radiation injury.
  3. Death caused by criminal abortion including self-induced, or by sexual abuse.
  4. Death related to disease thought to be virulent or contagious which may constitute a public hazard.
  5. Death that has occurred unexpectedly or from an unexplained cause.
  6. Death of a person confined in a prison, jail, or correctional institution.

DUTIES

The duties performed by the ME/coroner will vary slightly form county to county but the primary duty remains the same. Typically, the ME/coroner is called to the site of death before the body can be moved. so that the surroundings and attendant circumstances can be investigated. He or she will establish the identity of the deceased. They will inspect the body, making note of appearance, physical position, and the environment of death. They will interview witnesses, take photographs, examine wills, medical records, and other legal documents. When necessary they order autopsies to be performed by forensic pathologists. They use all this information to prepare and sign a certificate of death reflecting the cause and classification of death. They will take custody of any and all personal effects found at the death scene and safeguard them until the legal next of kin is determined. In cases where the next of kin are not already aware, the coroner will respond to their home and notify them of the death. When necessary, the coroner will request the assistance of forensic specialists, criminalists, toxicologists and others, coordinate their activities, and make a final report summarizing all of the findings. Coroners are often called upon to testify in court as an expert witness to the coroner Investigation.

For more detailed information on the science of Forensic Pathology, click HERE.

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Veterinarian

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NEW SKILLS

Autopsy

Bureaucracy
This skill is documented in the RTG Sourcebook When Gravity Fails, on page 48.

Counsel:
This ability is defined in Neo Tribes (pg. 42). It provides the ability to argue, speak, and influence if a fashion that is across between a Rocker's Charismatic Leadership and a Media's Credibility. It's basis is the fact that the ability wielder is considered a well-educated, learned, and generally "wise" individual, and their advice should be heeded.

Expert: Chemical Resources:
This INT based skill is the knowledge of where to legitimately procure supplies and raw materials for chemical synthesis of more complex substances (drugs, high explosives, solvents, etc.) At a +3, the character will know where to locally acquire common chemicals or what major national/international supply companies exist. At a +6, the character will know of several sources for rare and/or exotic components and substances. At a +9, the character will be able to obtain the most unique chemical components known, including those which are potentially only just being researched and are not even hinted at in the general chemical professional community.

Expert: Illegal Cyberware Resources
This INT based skill is the knowledge of where to illegally procure components and completed black market cyberware.

Expert: Micro-organisms:
This INT based skill is the knowledge and understanding of virii, bacteria, protozoans, etc.; their form, function, and effects. At a +3, the character will have knowledge on the reproduction and host/organism relationship function. At a +6, the character will be able to name some micro-organisms and isolate them in hosts. At a +9, the character will be able to create his own genetically engineered versions of virii, bacteria, etc.

Expert: Pathology

Field Surgery:

Folk-Lore:
This is an INT based skill. It is the ability to recall "wives' tales" and other passed-down knowledge about an area, plant, or other geographic specific area. At a +3, the character would know most home remedies for things like the common cold and morning sickness. At +6, the character would be able to recall local knowledge of history and Native American remedies. At a +9, the character would be able to recall family trees of locally important figures, local art, etc.

Hypothesize:
This INT based skill is the ability to formulate tenative assumptions which then become the basis for the discovery of new information and/or inventions. concepts from data. At a +3, the character is capable of basic logical relationships. At a +6, the character has had experience with developmental research processes. At a +9, the character is the equivalent of a Nobel Laureate.
Lab Tech:
This is the ability to use, maintain, and do minor repair on laboratory equipment such as microscopes, autoclaves, chromatographs, etc.

Molecular Chemistry:
This TECH based skill is the ability to design and synthesize complex chemical compounds at a molecular level, such that the resulting substance has specific and restricted effects on the people or items with which it interacts. Examples might be a molecular solvent that only attacks silicon-based material, or a drug that only affects rhodopsin (visual purple) in the eyes of the victim.

At a +3, the character can produce simple substances like aspirin. At a +6, the character can produce more complex substances like DMSO, LSD, or methamphetamines, and target-specific solvents. At a +9, the character can produce the most subtle psychotropic chemicals available, and/or can develop advanced solvents and adhesives.

Surgery:
This is an INT based skill.

Trauma Control:
This is an INT and COOL based skill, and is added to the average of those two stats (rounded down) when a task roll is made. At a +3 a character would as proficient as the average paramedic. At a +6, the character would be able to handle average emergency room events. At a +9, a character would be able to handle major catastrophic events such as a bomb, airplane crash or other extremely severe event. Trauma Control allows a character to triage, treat and control severe injuries (i.e. burns, multiple fractures, severed limbs.) Trauma Control picks up medical treatment where first aid leaves off.

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