OtherSpace: Millennium Doctor Sheet

=Introduction= Doctors are generally the types who fix up those with broken body parts and heal the sick. Some specialize in specific races, while others are generalists. Doctors are also the only character type that can remove wounded quirks from injured characters.

=Sheet List=

Chargen Sheet
--< Doc, a Level 1 Male Later >--- XP: 0   SP: 0      AP: 50/50   Energy: 1440 Minutes: 0  HP: 50/50 To Next Level: 401 Attribute Points: 16  Respecs:   0  Extra Points: ---< Attributes >-< Value: -12000 >--- Intelligence: Great                    Perception:   Good Constitution: Fair                     Dexterity:    Good Willpower:   Fair      (Scale: 1)      Charisma:     Fair Strength:    Mediocre                  Psi:          Non-existent (Scale: -8) ---< Skills >--< Value: 74000 >--- Fair Biology                          Fair Human Medicine Mediocre Chemistry                        Fair Mathematics Fair General Medicine               Superb Terran Standard ---< Gifts, Faults, and Quirks >---< Value: 20000 >--- Medical School                        Psi Resistant --< Skill System 3.00 >---

This sheet is acquired by choosing the Surgeon Class in character generation, as well as choosing the medical school gift. The +1 willpower scaling and Psi Resistant gifts are based on Doc's race of being a Later.

Level 10 Sheet
--< Doc, a Level 10 Male Later >-- XP: 10001   SP: 15    AP: 100/100   Energy: 1440 Minutes: 0  HP: 50/50 To Next Level: 2100 Attribute Points: 18  Respecs:   0  Extra Points: ---< Attributes >-< Value: -12000 >--- Intelligence: Great                    Perception:   Good Constitution: Fair                     Dexterity:    Good Willpower:   Fair      (Scale: 1)      Charisma:     Fair Strength:    Mediocre                  Psi:          Non-existent (Scale: -8) ---< Skills >--< Value: 89000 >--- Fair Biology                          Fair Human Medicine Mediocre Chemistry                        Fair Mathematics Fair Comprehensive Medicine         Superb Terran Standard Good General Medicine ---< Gifts, Faults, and Quirks >---< Value: 20000 >--- Medical School                        Psi Resistant --< Skill System 3.00 >---

Doc in this case is designed to be a generalist within the world of medicine, able to operate on just about anything. The major changes from level 1 to level 10 include raise comprehensive medicine to good. General medicine has also been increased to good. Since no medical skill other than first aid may be higher than general medicine, general medicine must be increased first. In this case, General Medicine is at Good so that when Doc has 25 SP, he can increase Comprehensive medicine go Good as well, as will be seen on the level 20 sheet.

Level 20 Sheet
--< Doc, a Level 20 Male Later >-- XP: 40001   SP: 8    AP: 150/150   Energy: 1440 Minutes: 0  HP: 50/50 To Next Level: 4100 Attribute Points: 20  Respecs:   0  Extra Points: ---< Attributes >-< Value: -12000 >--- Intelligence: Great                    Perception:   Good Constitution: Fair                     Dexterity:    Good Willpower:   Fair      (Scale: 1)      Charisma:     Fair Strength:    Mediocre                  Psi:          Non-existent (Scale: -8) ---< Skills >-< Value: 129000 >--- Fair Athletics                        Good General Medicine Fair Biology                          Fair Human Medicine Mediocre Chemistry                    Mediocre Marksmanship Principles Good Comprehensive Medicine           Fair Mathematics Fair Computer Operation               Poor Survival Training Mediocre Energy Pistol                  Superb Terran Standard ---< Gifts, Faults, and Quirks >---< Value: 20000 >--- Medical School                        Psi Resistant --< Skill System 3.00 >---

At level 11 doc will have enough SP to raise comprehensive medicine to Good. Doc, in this case, is a medical officer on the Versailles, the Union Fleet flagship. To represent the fact that he is capable of passing basic physical requirements, he has invested SP into Fair Athletics. For similar reasons, he has mediocre Marksmanship Principles and Energy Pistol, as well as Poor Survival Training. Given the Doc also spends quite a bit of time looking at a screen, he has Fair Computer Operation as well.

What Now?
By level 20, Doc has his core skills more or less settled. After 20, it is a matter of defining what else Doc is able to do, or just how specialized he is. For example, if Doc has several years of experience, he may well invest in Great General Medicine and Comprehensive Medicine. Coming from La Terre, he may well have a grounding in Theology or Farming. If Doc was a fan of camping, more points in Survival Training may be warranted.

Core Skills
The core skills for a doctor include:
 * 1) Mathematics at Fair - This is a prerequisite skill to eventually gain access to General Medicine.
 * 2) Biology at Fair - This is a prerequisite skill to gain access to General Medicine
 * 3) General Medicine - This skill represents general medical training, it also serves as the First Aid skill for doctors when using +aid.
 * 4) Comprehensive Medicine - While not technically a core skill (since one could specialize in racial medicines only), comprehensive medicine is popular as it allows one to treat any race.

Why Not First Aid?
While many medical characters may be tempted to buy first aid: Don't! The reason is that First Aid is for non-medical characters. Even those who do not have comprehensive medicine are able to use General Medicine as a First Aid skill (+aid does this automatically).