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MED TECHS
Doctors, Nurses, and EMTs able to save your butt.. or replace it










The following are the beginning skills you create your character with. You have 40 points to spread among these nine skills. Career skills cannot exceed the level of your special ability skill. No skill may exceed the level of the stat it is associated with.

Special Ability: Medical Tech

The skill used to perform major surgery and medical repairs. MedTech section coming with more info.



Career Skills:

Awareness/Notice (INT) (1) : The trained ability to spot clues, shadowers, and events. At 2 you'll notice scraps of paper, doors left ajar, and obvious expressions. At 8 you're a super sleuth of Columbo caliber. At 10, you're Sherlock Holmes. Player Skill in FFRP.

Human Perception (EMP) (1): The skill of detecting emotional clues from others. At level 2 you can usually tell when you're not getting the whole truth, at level 6 you can detect subtle evasions and mood swings, at level 8 you can usually tell what is being hidden in a general way. Player Skill in FFRP.

Education/General Knowledge (INT) (4): See Business Education Pack. Your formal schooling. You must expend 4 Skill Points for every level of education.

Library Search (INT) (1): The skill of using compiled information souces to find facts. At 2 you can use most simple databases, at 6 you can access the Library Congress, at 9 you can figure out almost any public database and find obscure facts.

Basic Tech (TECH) (2): The required skills for building and repairing simple mechanical and electronic devices. Level 3 can repair basic wiring and do minor car repairs, etc, level 6 can repair stereos and TVs or rebuild an engine, etc, level 9 can build a computer from scratch, put together a race car engine, or maintain industrial machinery. Basic Tech does not cover aircraft, AVs, cryotanks, cyberdecks, cyberware or complex electronics.

Cryotank Operation (TECH) (1): The skill required to operate, repair, and maintain life suspension and body chilling devices. Minimum skill of level 4 required to chill healthy person, minimum level 6 for wounded.

Pharmaceuticals (TECH) (2): The skill of designing and manufacturing drugs and medicines. Requires minimum of level 4 in Chemistry. Level 4 can make aspirin, level 6 can make hallucinogenics or antibiotics, level 9 can build designer drugs. For biological or viral pharmeceuticals you must have a level 4 or higher in Genetics or Microbiology.

Diagnose Illness (INT) (1): Clinical dianosis of symptoms and medical problems. At level 3 you can recognize common conditions and treat simple ones, at level 6 you can recognize most conditions and treat common ones, at level 9 other doctors come to you for a diagnosis.

Science (INT) (1): Zoology

For more information please see Skills.



Optional Education Pack: The Medical Sciences Education Pack is available for the career skills of your medtech. This pack is based on the assumption that the character has attended a medical or nursing school, college, or university, majoring in Medical Sciences. You cannot take a higher education pack than your INT stat. The number of career skill points and pickup skill points (yes, you must spend both since you are assumed to have had little time for extracurricular skill pickup) spent to acquire that level is indicated following the degree. The level of each skill is indicated following the skill.

Education Packs are an extremely generous way to pack your character with skills, based on the assumption that while in school you spent all your time learning and therefore got, hello, an education. Remember that you can't level higher than the stat associated with any skill or higher in a career skill than your Special Ability level.

Associate of Medical Sciences (9, 12) [Position limit: Patchman/Nurse/Corpsman] [Minimum Age: 24 - INT]

Education/General Knowledge (INT) (3) -- You have an AS in medical sciences with the following skills:

Bachelor of Medical Sciences (15, 16) [Position limit: Bad RipperDoc/Nurse Practitioner] [Minimum Age: 26- INT]

Education/General Knowledge (INT) (4) -- You have an BS in medical sciences with the following skills:

Doctorate of Medical Sciences (25, 24) [Position limit: Physician] [Minimum Age: 29 - INT]

Education/General Knowledge (INT) (6) -- You have an MD or DO in medical sciences with the following skills:

Specialist of Medical Sciences (30, 28) [Position limit: Specialist] [Minimum Age: 30 - INT]

Education/General Knowledge (INT) (7) -- You have an MD or DO in medical sciences and post-graduate studies with the following skills:

For more informations see Education Packs.



Playing the MedTechie in FFRP:

MedTechs are often as combat-hardened as the solo, seeing death and danger every day. However, they are often more aware of the humanity of people than the average cyberpunk, and can be motivated by a genuine concern for their patients. It is recommended that a MedTech pick up skills in Cybertech if they want to make money. I would recommend that MedTechs also familiarize themselves with the Ware Guide, including surgical codes. I'm working on getting a MedTech Player Guide up that will include specific information on drugs and medical proceedure in 2020.



Earnings:

Patchman

Medical Technician

RipperDoc

Trauma Team

Physician

Specialist

1,600/month

3,000/month

5,000/month

7,000/month

10,000/month

15,000/month



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