Difference between revisions of "Firefly: Leaf On The Wind - Doc"

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==Trained Skills==
 
==Trained Skills==
 
* Fight [ d8 ] | ''Knife Fighting'' [d6]
 
* Fight [ d8 ] | ''Knife Fighting'' [d6]
* Focus [ d6 ]
+
* Focus [ d8 ]
 
* Know [ d8 ] | ''Black Market'' [d6]
 
* Know [ d8 ] | ''Black Market'' [d6]
 
* Labor [ d8 ]
 
* Labor [ d8 ]
 
* Notice [ d8 ]
 
* Notice [ d8 ]
* Operate [ d6 ]
+
* Operate [ d8 ]
* Throw [ d8 ] | ''Knife'' [d6]
+
* Throw [ d6 ] | ''Knife'' [d6]
* Treat [ d12 ] | ''Trauma Surgery'' [d6]
+
* Treat [ d10 ] | ''Trauma Surgery'' [d6]
  
 
==Untrained Skills [d4]==
 
==Untrained Skills [d4]==

Revision as of 08:32, 5 October 2018

Jeremiah (JC) Vostok :: Doc

Attributes

  • Physical [ d8 ]
  • Mental [ d10 ]
  • Social [ d6 ]

Trained Skills

  • Fight [ d8 ] | Knife Fighting [d6]
  • Focus [ d8 ]
  • Know [ d8 ] | Black Market [d6]
  • Labor [ d8 ]
  • Notice [ d8 ]
  • Operate [ d8 ]
  • Throw [ d6 ] | Knife [d6]
  • Treat [ d10 ] | Trauma Surgery [d6]

Untrained Skills [d4]

  • Craft, Drive, Fix, Fly, Influence, Move, Perform, Shoot, Sneak, Survive, Trick

Distinctions/Triggers

Bolded Triggers are active.


Dockyard Worker [d8] - So many folk come and go at a spacedock, it’s like a daily class in other cultures. It’s also gorramn drudgery and pays almost nothing, so why not keep an ear open?

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • Cosmopolitan - Spend 1 PP to add a Specialty in a different culture to your Crew Sheet for a scene.
  • Unsavory Element - When you create an Asset or take a Complication that relates your less-than-cultured social group of workers, smugglers, and inspectors, step it up.

Highlighted Skills: Focus, Labor, Fight


Heart of Gold [d8] - You may be rough around the edges, but deep down you’re a good person.

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • Gruff Exterior - Gain 1 PP when you try to scare off a new acquaintance or make a rough first impression.
  • Softie - When helping a Crewmember, spend 1 PP to step up the die you lend them for the roll

Highlighted Skills: Labor, Notice, Treat


Ship’s Doctor [d8] - Sometimes it seems whoever came up with “First, do no harm” never had to deal with the people you have to deal with.

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • Experimental Procedure - If you replace your Operate or Treat Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
  • Natural Healer - Spend 1 PP to step back another character’s medical or injury-based Complication.

Highlighted Skills: Know, Operate, Treat

Signature Assets

Medical Bag [ d8 ] Filled with surgical tools and whatever small supply of medicine JC was carrying when he fled the Alliance, JC's medical bag is his last link to his old life and the first option he reluctantly turns to when someone is hurt or injured.

  • Long Term Care - When you successfully treat a Crewmember with a d10 or higher injury Complication, spend 1 Plot Point to gain a Big Damn Hero Die equal to the injury you treated.
  • Trust Me, I’m a Doctor - When relying on your status as a physician to gain someone’s trust or get access to somewhere you aren’t allowed, spend 1 Plot Point to step up or double Influence or Trick for the action.

Background/Bio

Jeremiah Carson Vostok (called ‘JC’ by his friends) is a tall, athletic individual with a shaved head and eyes the color of emeralds. At 30, he could still pass for someone in their early twenties. His favorite manner of dress is a t-shirt, combat boots and military cargo pants. Born in the core, JC was the only son of a wealthy family. As such, he got all the chances he could and wound up attending the premier MedAcad on Oracle where he graduated with honors.

As he finished his surgical residency on the Border Worlds, the U-war broke out and he found himself serving with the Browncoats as a field surgeon. He made it through the war pretty much intact until the Battle of Serenity Valley. The bodies kept piling in, Browncoat and Alliance, blood choked the OR and suddenly JC felt no call for medicine.

After the war, he drifted, providing his skills to various ships not as a medic, but as a cargo handler (seems growing up with a head for math gave him a good feel for fitting boxes and things into limited space). However, his inbred need to heal got the better of him on occasion and he did help patch up a few wounds. Usually right afterwards though, he drifted some more.


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