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Dr. Roads: Oxygen depletion

Dr. Rhodes: That's probably what's causing all your memory loss, and mine.

Dr. Roads: Woah wait, how did we even get here?

-- World Doctors, Episode 5, "Memory Loss"

[1]

Defaults: IQ-6, First Aid-8, Physician-4, or Veterinary-5

Diagnosis/TL (IQ/Hard) is the skill to tell what is wrong with a sick or injured person, or what killed a dead person. Diagnosis generally only works on living things, but can be used to determine if someone is alive[2], or what killed a dead person.[2] Diagnosis isn't necessary for identifying obvious damage like open wounds or missing limbs![2][3]

In magical settings, identifying a disease with Diagnosis can vastly improve one's chances when casting Cure Disease.[3]

Don't Call A Coroner Yet[]

  • Oh I'm Not Yet Dead -- Characters with Hard to Kill might survive something and be presumed dead, but a Diagnosis roll can reveal they're just having a nap.[4]
  • Just Having A Nap -- Characters with Metabolism Control (or those using the Body Control skill)[5] can enter a deep sleep (see also, the false death poison from Romeo & Juliet). This allows a Quick Contest between the sleeping character's HT + Metabolism Control roll (or Body Control skill roll) against the physician's Diagnosis skill.

Modifiers[]

  • Diagnosis gets a -5 penalty to diagnosing internal injuries,[2] or internal diseases with subtle or ambiguous symptoms--although these penalties can be removed via exploratory surgery.[6]
  • There may be a penalty for a particularly rare or tricky disease or condition.[2]
  • Don't forget any bonuses from the Healer talent!

Variant Rules[]

  • Blackjacks (saps, etcetera) can bonk without obvious bruising, giving a -2 to Diagnosis[7]
  • In some settings (such as the Dungeon Fantasy RPG), Esoteric Medicine can work as an alternative to most medical skills, including diagnosis. [8]

Tools of the Trade[]

  • Low-Tech
    • Diagnostic Manuals (TL1) can be invaluable to a low-tech medic, telling the healer about various medical conditions. This is standard equipment, and rolls without it are at -2![9] A standard one is $35, 2 lbs.
    • Speculums (TL2) are designed to dilate a body cavity, making it easier to perform a procedure on such. This reduces Surgery penalties, and allows unmodified Diagnosis rolls.
  • High-Tech
    • Biomedical sensors (late TL7), typically used in space suits, give a +1 to Diagnosis![10] $2,000, 2lbs, runs 24 hours on 2 Extra Small batteries. LC4.
    • Medical Imaging (TL6+) -- X-rays and MRIs and such! Gives a +TL/2 quality bonus! For modern MRIs (TL8), this is a whopping +4 to Diagnosis.
  • Ultra-Tech

Talents and Wildcard Skills[]

  • Talents
    • Goodwife, Healer, and Whiz Kid[11]
  • Wildcard Skills[12]
    • Cleric!, Medic! and Medicine! give a regular bonus to Diagnosis
    • Lore! benefits Diagnosis when learning/determining details about monsters

As a Default[]

See Also[]

References[]

  1. โ†‘ Note that memory loss is not a condition of altitude sickness in GURPS, but there are IQ penalties for it, resulting in poor decision-making.
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 Basic Set, p.187
  3. โ†‘ 3.0 3.1 DFRPG: Adventurers, p.75
  4. โ†‘ Basic Set, p.58
  5. โ†‘ Basic Set, p.181
  6. โ†‘ Bio-Tech, p.214
  7. โ†‘ Basic Set, p.213
  8. โ†‘ Martial Arts, p.56
  9. โ†‘ Low-Tech, p.145
  10. โ†‘ High-Tech, p.75
  11. โ†‘ Power-Ups 3: Talents
  12. โ†‘ Power-Ups 7: Wildcard Skills
  13. โ†‘ Basic Set, p.213
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