Quote:Per: 14 [10]5 points, not 10.
Quote:Esoteric Medicine/TL8^-16 [4] (Per+2 Healer Talent)Medicine! includes First Aid and Esoteric Medicine. You save three more points by defaulting the higher skills to the lower (wildcard) skill, like so:
...
First Aid/TL8-16 [2] (IQ+1+2 Healer Talent)
...
Medicine! (Supers p.37)-15 [24] (IQ+2 Healer Talent)
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.
This changes early A.C.'s point total from 413 to 405 without changing his abilities at all.
One more possibility:
Quote:Computer Hacking/TL8-10 [1] (IQ-3)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.
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),
--
Rob Kelk
"Governments have no right to question the loyalty of those who oppose
them. Adversaries remain citizens of the same state, common subjects of
the same sovereign, servants of the same law."
- Michael Ignatieff, addressing Stanford University in 2012