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> Important knowledge skills for a street doc?, And what's not covered by active skills?
BlueRondo
post Jun 25 2006, 04:37 AM
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I'm working on a street doc/combat medic character, and I'm wondering what would be some important knowledge skills to complement the active skills. I understand the distinction between academic knowledge and active skills, so I know some important skills would be Biology (Physiology), Chemistry (Pharmaceutical), Psychology, and probably Engineering (Cybernetics). However, when it comes to "professional" knowledge skills, I'm having trouble determining whether or not a knowledge skill would be redundant with Medicine or Cybertechnology. For example, the description for Cybertechnology is:

QUOTE
Cybertechnology is the ability to create and care for
cybernetics and bioware, possessed primarily by inventors,
medical professionals and cyberdocs. Th is skill also includes
knowledge about the current state of the field of cybertechnology
and the ability to repair damaged cyberware. A proper
facility and the right materials are needed to manufacture cyberware—
see Using Technical Skills to Build or Repair, p. 125.


So would a professional knowledge skill like "Cybertech Design" be necessary to represent the character's education on how cybertechnology functions and how it's built, or is that already covered by the Cybertechnology active skill? Furthermore, is it necessary to have a knowledge skill like "Surgical Procedures," or is that already covered by the Medicine active skill?

Also, outside the realm of purely professional/academic knowledge, what are some other kinds of knowledge skills you think would be important for a street doc?
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