Quote:Per: 14 [10]
5 points, not 10.
See, this is why I posted it, to find little things like this.
Quote:Medicine! includes First Aid and Esoteric Medicine. You save three more points by defaulting the higher skills to the lower (wildcard) skill, like so:
Esoteric Medicine/TL8^-16 [2] (Medicine!+1)
First Aid/TL8-16 [1] (Medicine!+1)
You already have the Healer Talent factored into Medicine!, so you don't need to list it again with Esoteric Medicine or First Aid.
Not sure on the math with these.
Esoteric Medicine is Per/Hard, even basing it on Medicine! +1 makes it 8 points not 4.
First Aid is IQ/Easy and as such its still 2 points for +1 based on Medicine!
Am I missing something?
Quote:One more possibility:
Computer Hacking/TL8-10 [1] (IQ-3)
Computer Operation/TL8-16 [8] (IQ+3)
Computer Programming/TL8-14 [12] (IQ+1)
...
Electronics Repair/TL8^ (Computers)-17 [8] (IQ+2+2 Artificer Talent),
You can bundle these skills together under the Computers! wildcard skill (GURPS Supers, pg. 36) and default the Computer Operation, Computer Programming and Electronics Repair skills from the Computers! skill. You'd save one point and pick up a few more skills, including a few related to computer security. But if for some reason you didn't want to have any computer security skills early on, this would be bad.
This is one of those things I was trying to make realistic and close-ish to me. (Personally I don't hack as a profession or fiddle with the electronics, but I use computers a LOT and I'm a programmer by trade and teaching. I'd be operating on defaults for most computer security stuff.) Would Artificer Talent actually help on Computers! skill?