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Marcus Cagliari

Physician [Tradesman] 1st Level, Neutral-Good

Abilities
Max Open In Bend Bars
STR 17 Press
22 lbs.
Doors
10 ( ) 20 Lift Gates 13 %
Surprise Reaction Missile Defensive
DEX 14 1-3 on 1 3 Adjustment
-
Attack Adj.
-
Adjustment -
System Resurrection
CON 16 Shock
95 % Survival
96 %

INT 14
Missing Items go on + / - condition bar or have a special area
WIS 14
Max # Loyalty Reaction
CHA 15 Henchmen
7 Base
3
Adjustment
3

Saving Throws Combat Notes


Fear / Horror / Paralyzation / Poison / Death Magic 13
Rod / Staff / Wand 14 HP AC
Petrification / Polymorph 12
Breath Weapon 13 8 1
Spells 15
Red Death Powers Level

Appearance
Sex: Male Height: 6’1” (1,85m)
Weight: 2 5 lbs. (93 kg) Hair: Black
Eyes: Greyish-Green Born: 15 February, 1874 Milan, Italy
Age: 25 Handedness: Right

Thaco Damage #Att Range #Att


W. Proficiencies Adj. S/M L ROF S M L Round
Speed Type Size

Sword Cane 19 1d4 1 1d6 1 1 - - - 1 3 P M


Pugilism 18 Tab 2 Tab 2 1 - - - 1 1 B NA
Knife 19 1d3 1 1d3 1 1‘ - - - 1 2 P/S S

* - See below for more details;


Aimed fire. involves using the majority of a combat round trying to line up a perfect shot. In this case, only one
shot is fired and the attack roll is made with a 4 bonus. A character attempting aimed fire cannot move during
the round. If movement is necessary, a shot can be made, but the bonus is forfeited.
Rapid Fire. The most common attack mode for repeating rifles and revolvers is rapid fire. This allows a character to
take reasonable aim and fire the weapon three times over the course of the entire round. Two shots are made during
the character's initiative, and the remaining shot is made in the second half of the round.
All shots are made with no modifier to the attack roll. A character employing rapid fire may move up to half normal
movement before or after discharging the weapon.
Panic Fire. In desperate situations, a character can repeatedly pull the trigger of a weapon and fill the air with a
shower of lead. When this option is taken, the character can fire a total of six rounds. Such shots are not accurate;
a -4 penalty is applied to all panic fire attack rolls. In addition to that penalty, a character using panic fire loses any
bonus he may have for a high Dexterity score.
Before or after fully discharging the weapon, a character using panic fire may move up to half the normal rate with
no penalties on the attack roll. A PC may move at full rate and take panic fire, but this doubles the attack penalty to
-8.
Blind Fire. A character with a revolver or repeating rifle may simply fire the gun blindly into an area in an attempt
to force enemies to take cover. When this is done, the character is assumed to empty the weapon and must spend 1
round reloading it before it can be fired again. Only a player whose character has a fully loaded weapon can
announce blind fire.
The odds of hitting an enemy when firing in this manner are poor. An enemy character is hit only if an unmodified 2
is rolled on the attack die.
When rolling damage for firearms, any roll of 6 is added to the damage total, then rerolled and added again.
However, wounds from blind fire are generally less severe than those from aimed fire. To reflect this, damage dice
that come up 6 are not added and rerolled.
Because characters taking blind fire do not bother to aim at anything more specific than "that half of the room,"
they may move at their normal rate.

Non-Weapon Proficiencies: 4 6 = 1
Int additional

Slots Non-Weapon Proficiency Ability Modifier Total


Bonus Medicine Wis 14
1 Languages, Modern Bavarian-German Int 14
1 Languages, Modern English Int 14
1 Languages, Modern Latin] Int 14
2 Criminology Int 14
2 Chemistry Int 14
1 Etiquette Cha 15
2 Pugilism NA NA NA

Chemistry
A character with a proficiency in chemistry is able to identify and create chemical compounds. This includes the
ability to run tests that will identify the composition of a substance, so that a blood spot might be identified as
something other than dark red paint. In addition, chemical compounds such as explosives or poisons can be
manufactured (assuming that the character has sufficient materials, lab equipment, and time to work). The initial
purchase of this skill allows a character to perform chemical analysis of existing compounds and mix chemicals
according to predetermined formulae. If the character hopes to successfully concoct new compounds, an additional
slot must be allocated. The DM must regulate all fabrication attempts to insure play balance.

Criminology
The study of crime and its history can be of great importance to an adventurer on Gothic Earth. While the first use
of fingerprinting in law enforcement has not yet occurred, and the FBI will not be formed for another 3 years,
anyone can learn much from a careful study of criminals and their techniques. At a crime scene, a character with
this talent will generally be able to notice clues that others may miss (if such clues exist, of course). Such a
character may also have an advantage in working with local law enforcement agencies.

Etiquette
This proficiency gives the character a basic understanding of the proper forms of behavior and address required in
many different situations, especially those involving nobility and persons of rank. For extremely unusual
occurrences, a proficiency check must be made for the character to know the proper etiquette for the situation.

However, having the character know what is correct and actually do what is correct are two different matters. The
encounter must still be role-played by the character. Knowledge of etiquette does not faux pas; many people who
know the correct thing manage to do the exact opposite.

Medicine
Medicine A character with this proficiency is a physician who has attended a medical school or has studied closely
and for many years under a skilled physician. Such characters are well versed in the scientific healing methods of
the 189 's.
Physicians are able to tend the wounded, as are characters with the Healing skill. A successful proficiency check by
a physician, however, restores 1d4 hit points. In addition, a physician is able to render first aid to any character once
every 12 hours rather than once per day.

Characters placed under the care of a physician heal more rapidly than those not cared for by a doctor. Such
characters recover 1 hit point per day if engaging in normal activity; 2 hit points per day of nonstrenuous activity;
3 hit points per day of complete rest; and 4 points per day if placed in a hospital or similar medical facility.

A physician attempting to help a poisoned character grants the character a 2 bonus to saving throws versus poison
(regardless of how the poison entered the system). If the physician has access to a reasonably equipped store of
medical supplies (such as a ship's infirmary or doctor's office), this modifier increases to 3. If care is given in a
hospital or similar facility, the bonus increases to 4.

Physicians are able to diagnose and treat diseases. Treatment does not always indicate an immediate cure (or any cure).
It may constitute the easing of symptoms through herbs, drugs, poultices, or other therapy. Treatment may shorten
the duration of an illness depending on the severity of the disease.

To administer successful treatment, the physician must make a proficiency check. If the physician has access to
reasonable medical supplies, this check is made with a 2 bonus. If care is given in a hospital or similar facility, the
bonus increases to 4.

Note that the average physician has no knowledge of magically created or transmitted diseases. For treatment of
such ailments, characters must seek out an individual with both the Healing and Herbalism proficiencies. Note also
that the Medicine proficiency is rarely combined with either of those skills.

Pugilism
Characters with this proficiency are highly skilled in unarmed combat. More than one slot may be devoted to the
proficiency, and every slot dedicated provides a 1 bonus to the character's attack and damage rolls when punching,
wrestling, or overbearing. This is in addition to all other modifiers.

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