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Space Patrol: The Doctor


150 points

A doctor is responsible for all medical matters encountered in the course of a Patrol ship’s duties. This includes investigating mysterious deaths or illnesses as well as patching up the crew or prisoners after (or even during) combat. Most Patrol ships are small, and the Doctor is often the only medical practitioner available while the crew travels between systems.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 12 [20].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Per 13 [5]; Will 12 [0]; FP 12 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0].

Advantages: Healer 2 [20]; Legal Enforcement Powers [10]; Luck [15]; Patrol Rank 0 [0]. ● A further 20 points chosen from IQ +1 [20], HT +1 or +2 [10 or 20], Acute Senses [2/level], Fearlessness [2/level], Healer 3-4 [10/level], Intuition [15], Patrol Rank 1-4 [5/level], Resistant to Disease (+3) [3], Sensitive [5] or Empathy [15], Single-Minded [5], and permanent nanosymbionts from the approved list (p. 00).

Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. ● A further -25 points chosen from Chummy [-5] or Gregarious [-10], Code of Honor (Patrol) [-5], Curious [-5*], Honesty [-10*], Pacifism [Varies], Selfless [-5*], Sense of Duty (Crew, Patrol, or All living things) [-5, -10, or -15], Workaholic [-5], and Xenophilia [-10*].

Primary Skills: Diagnosis (H) IQ+2 [4]-14†; First Aid (E) IQ+2 [1]-14†; Pharmacy (H) IQ+1 [2]-13†; Physician (H) IQ+2 [4]-14†; Physiology (H) IQ+1 [2]-13†; Surgery (VH) IQ+2 [8]-14†.
Secondary Skills: Biology (VH) IQ [8]-12; Electronics Operation (Medical) (A) IQ [2]-12. ● Six of NBC Suit (A) DX [2]-10; Computer Operation and Current Affairs (Science & Technology), both (E) IQ+1 [2]-13; Criminology, Electronics Operation (Security or Surveillance), Hazardous Materials (Biological or Chemical), and Research, all (A) IQ [2]-12; Bioengineering, Chemistry, Diplomacy, Expert Skill (Epidemiology), Forensics, Naturalist, and Poisons, all (H) IQ-1 [2]-11; Psychology and Veterinary, both (H) IQ [2]-12†; Body Language (A) Per [2]-13; and Detect Lies (H) Per-1 [2]-12.

Background Skills: Beam Weapons/TL11 (Pistol or Rifle) (E) DX+1 [2]-11, Free Fall (A) DX [2]-10, Spacer (E) IQ [1]-12, Vacc Suit (A) DX [2]-10, Wrestling (H) DX [4]-10. ● One of Brawling (E) DX+1 [2]-11 or Karate (H) DX-1 [2]-9. ● Four of Stealth (A) DX-1 [1]-9; Area Knowledge (Federal Space or one planet) and Savoir-Faire (Police), both (E) IQ [1]-12; Interrogation (A) IQ-1 [1]-11; Intelligence Analysis and Law (Space), both (H) IQ-2 [1]-10; Scrounging (E) Per [1]-13; and Search (A) Per-1 [1]-12.

* Multiplied for self-control number; see p. B120.
† Includes +2 from Healer.

Customization Notes

The ship’s surgeon cares more about keeping the crew hale than medical mysteries. A surgeon will take additional levels of Healer and possibly some form of Pacifism. Important skills include Bioengineering, Poisons, and Psychology.

The forensic pathologist is an investigator first. Intuition is a useful advantage for sifting through seemingly contradictory information. Useful skills include Forensics (obviously), Hazardous Materials, and Intelligence Analysis.

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