You are a medial student taking the "pre-med" program at the Saxford University.
You're still not entirely clear just how you got talked into helping out Dr. Brinkmann. You had a class under him as one of your general education requirements, and your tendency to volunteer an be helpful seems to have ended up with you being wrangled into carting experimental particle accelerators into "haunted" houses, and setting up recording equipment to investigate paranormal activities. Somewhere along the way, you actually started getting paid for your work, and what college student can't appreciate that? Still, it seems to have hardly anything to do with your curriculum. (After all, the field of medicine is generally concerned with those who are still living.)
For the time being, you have been tagging along, in part because of the pay, in part because of your generally helpful nature, and in part because - well, you may not admit it, but the things you run into sure are a lot more exciting than your classes during the daytime.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Academics d6, Athletics d6, Common Knowledge d6, Driving d6, Fighting d4, Healing d8+2, Language (Native) d8, Notice d6, Persuasion d8, Science d6, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Heroic, Pacifist (minor), Stubborn
Edges: Healer, Triage (custom)
Weapons: Unarmed (Range Melee, Damage Str), Slime Blower MK II (Range 6/12/24, Damage 2d4, ROF 1)
Gear: First Aid Kit (basic supplies), Flashlight (10” beam), ID Card, Notepad and Pen, Spare batteries, Uniform, Walkie Talkie, Watch
Language: Native (native, d8)
Current Wealth: £0
- Raise Attribute: Smarts
- Raise Skills: Healing/Common Knowledge
Validity: Character appears valid and optimal
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