This is a thread to discuss medics in Traveller, with a special focus on such characters as they might appear in merc units, merchant crews, and other adventure-related situations and organizations.
I'll avoid using a lot of technical jargon, and keep things pretty general.
A medic needs:
In addition to all the civilian skills and qualifications necessary, a medic in any sort of military organization is going to need the skills of a soldier/sailor/starman, etc. Unless the service includes unarmed medics as a matter of course (the US Army certainly doesn't do it that way, but a at future military might decide otherwise) then he'll be expected to qualify with his assigned weapon. That might be a carbine, a rifle, a pistol, etc.
I'm basically looking at enlisted characters here, the equivalent of medics/corpsmen in American military service, not medical doctors--who would be commissioned officers.
Now, some Trav specific thoughts:
Obviously the character will need Medical-1, as per Book 1 . That's CT. I'm not sure how medical skills work in other rules editions of Trav, but in D20 I imagine we're looking at a minimum of 4 skill ranks in Heal (the most a 1st level character can have).
Air/rafts and other grav vehicles may be very expensive, but they'd make wonderful ambulances. Being able to fly pretty fast, hover low, and land almost anywhere is hard to beat.
Air/raft skill looks good. Even a 0-rank skill would be useful
A one-term Doctor from Supplement 4 may be a civilian medic (esp. if he just has Medical-1).
Any medic in space needs Vacc-Suit 0 , I'd think. But that goes for pretty much all space workers.
I'm curious--has anybody here played a medic or similar character in a Traveller adventure or campaign.
Tell me about it, if you like.
I'll avoid using a lot of technical jargon, and keep things pretty general.
A medic needs:
- skills, knowledge and certifications appropriate to the level of care he will be expected to provide--includes knowledge of drugs he's allowed to administer/assist with
- physical fitness that enables him to perform all the tasks he'll have to do
- psychological fitness, an understanding of how to deal with stress
- an orientation toward teamwork and service to others, positive values
- attention to detail--not just in medical and trauma matters, but in things like paperwork
- practical skill in operation and basic maintenance of vehicles, radios, and other equipment
In addition to all the civilian skills and qualifications necessary, a medic in any sort of military organization is going to need the skills of a soldier/sailor/starman, etc. Unless the service includes unarmed medics as a matter of course (the US Army certainly doesn't do it that way, but a at future military might decide otherwise) then he'll be expected to qualify with his assigned weapon. That might be a carbine, a rifle, a pistol, etc.
I'm basically looking at enlisted characters here, the equivalent of medics/corpsmen in American military service, not medical doctors--who would be commissioned officers.
Now, some Trav specific thoughts:
Obviously the character will need Medical-1, as per Book 1 . That's CT. I'm not sure how medical skills work in other rules editions of Trav, but in D20 I imagine we're looking at a minimum of 4 skill ranks in Heal (the most a 1st level character can have).
Air/rafts and other grav vehicles may be very expensive, but they'd make wonderful ambulances. Being able to fly pretty fast, hover low, and land almost anywhere is hard to beat.
Air/raft skill looks good. Even a 0-rank skill would be useful
A one-term Doctor from Supplement 4 may be a civilian medic (esp. if he just has Medical-1).
Any medic in space needs Vacc-Suit 0 , I'd think. But that goes for pretty much all space workers.
I'm curious--has anybody here played a medic or similar character in a Traveller adventure or campaign.
Tell me about it, if you like.