All characters copyright 2009 by Brandon Cope

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These are three medics of varying degrees of skill, including one with minor supernatural ability. See p.W54 for more on WWII medics. The medics can have their nationalities changed without too much effect on their write-ups., depending on the new nationality.

Joe the Competent Medic
Setting
: WWII (American)

ST: 10 [0]; DX: 11 [10]; IQ: 11 [10]; HT: 11 [10]

Advantages: Fearlessness +2 [4]; Fit [5]

Disadvantages: Code of Honor (Enlisted man's) [-10]; Extremely Hazardous Duty [-20]; Intolerance (Japanese) [-5]; Overconfidence [-10]
 
Skills: Brawling-11 [1]; Camouflage-11 [1]; Climbing-9 [1]; Diagnosis-10 [2]; Demolition-10 [1]; Driving (Truck)-10 [1]; Engineer (Combat)-9 [1]; Electronics Operation (Communication)-10 [1]; First Aid-14 [6]; Gunner (Machine Gun)-10* [1/2]; Guns (Pistol)-8 [0]; Guns (Rifle)-12* [1]; Hiking-9 [1/2]; Knife-10 [1/2]; Leadership-10 [1]; NBC Warfare-9 [1/2]; Physician-10 [2]; Savoir-Faire (Military)-11 [1]; Scrounging-11 [1]; Soldier-11 [2]; Spear-10 [1]; Survival (Jungle)-10 [1]; Swimming-11 [1]; Tactics (Infantry)-10 [2]; Throwing-9 [1]

* +1 from IQ 11

Gear:  M-1911A1 pistol (Dam 2d+, SS 11, Acc 2, 1/2D 175, RoF 3~, Shots 7+1, ST 10, Rcl -2), bayonet (1d-2 cut/imp), first aid kit, standard infantry gear

Note: This Joe is a competent Army medic in the Pacific.  He was nor initially issued a firearm, but after being shot at by Japanese soldiers, acquied a pistol (although he has yet to train with it).


Joe the Good Medic
Setting: WWII (British)

ST: 10 [0]; DX: 11 [10]; IQ: 11 [10]; HT: 11 [10]

Advantages: Fit [5]

Disadvantages: Compulsive Behavior (Binge drinking) [-10]; Extremely Hazardous Duty [-20]; Laziness [-10]; Loner [-5]
 
Skills: Administration-10 [1]; Brawling-11 [1]; Camouflage-11 [1]; Climbing-10 [1]; Diagnosis-12 [6]; Demolition-10 [1]; Driving (Truck)-11 [2]; Electronics Operation (Communication)-10 [1]; First Aid-14 [6]; Gunner (Machine Gun)-10* [1/2]; Guns (Light Automatic)-11* (1/2); Guns (Rifle)-11* [1/2]; Hiking-9 [1/2]; Knife-10 [1/2]; NBC Warfare-9 [1/2]; Physician-10 [2]; Savoir-Faire (Military)-11 [1]; Scrounging-11 [1]; Soldier-11 [2]; Spear-9 [1/2]; Surgery-10 [2]; Survival (Desert)-10 [1]; Swimming-10 [1/2]; Tactics (Infantry)-9 [1]; Throwing-9 [1]

* +1 from IQ 11

Gear: Bayonet (1d-2 /cut/imp), first aid kit, standard infantry gear

Notes: This Joe was once in medical school but dropped out due to lack of drive and excessive drinking. He has better skills than the average medic because of this previous training,


Jane the Psychic Medic
Setting
: WWII (Soviet)

ST: 10 [0]; DX: 10 [0]; IQ: 12 [20]; HT: 11 [10]

Advantages: Disease Resistant [5]; Healing Power 3 [9]

Disadvantages: Delusion ("I am a witch") [-5]; Enemy (Occupying force, 6 or less) [-20]; Poverty Poor) [-15], Semi-Literate [-5]

Quirks: Believes her power only works on Russians [-1]
 
Skills: Agronomy-12 [2]; Animal Handling-12 [4]; Area Knowledge (Home region)-12 [1]; Camouflage-12 [1]; Climbing-9 [1]; Diagnosis-10/TL3 [1]; Demolition-12 [2]; First Aid-12 [1]; Guns (Pistol)-10* [1/2]; Guns (Rifle)-12* [2]; Herbalist-10 [1]; Hiking-10 [1]; Knife-10 [1]; Scrounging-13 [2]; Soldier-11 [1]; Survival (Plains)-12 [2]; Tactics (Guerrilla)-10 [1]; Throwing-7 [1/2]

* +2 from IQ 12

Psi skills: Healing-11 [2]

Gear: Mosin-Nagant M-1891/30 (Dam 7d, SS 15, Acc 11, 1/2D 800, RoF 1/2, Shots 5+1, Rcl -2), minimal first aid kit, reduced infantry gear.

Notes: Unlike the Joes, Jane is a partisan, not a soldier. She grew up on a farm and inherited her "hedge magic" from her mother. She tends to use a lot of ritual and props (chants, herbs, etc) when treating someone, which is not a good idea around political officers. Note that her quirk does not represent an actual limitation on her power, but rather a mental roadblock (a belief instilled by her mother). If she is told someone is Russian, her power works normally. Otherwise, it fails (but still roll to see if there is a critical failure). For GMs preferring no supernatural elements to their campaign, drop her psionic package (healing power and skill, single quirk); her Delusion remains) and replace with Common Sense (or another 10 point advantage).