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Personality / Description
Statistic Block
[table=2,2][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=433447][B][SIZE=3]Mary Roche[/SIZE][/B][/url] [I]Pure Mortal[/I][r=2,1][B]Adjusted Refresh (Total Refresh):[/B] 2 (6) [B]Fate Points:[/B] 2 [r=1,2][B][SIZE=3]High Concept[/SIZE][/B] [ooc=Idealistic Paramedic]Mary is a trained and experienced paramedic. For years she's helped injured people with boundless enthusiasm and an almost unbreakable sense of decency. She'll do all she can to help someone in pain and is loathe to break a law or compromise her laurels, even in these dark times. [B]Invoke:[/B] When treating an injury, driving an ambulance, or convincing another to make the moral choice. [B]Compel:[/B] To prevent a morally grey or illegal action, to complicate things when she attempts serious surgery or medicine, or to force her into dangerous situations in order to aid another.[/ooc] [B][SIZE=3]Trouble[/SIZE][/B] [ooc=First Do No Harm]Mary is firm believer in the Hippocratic Oath. She is loathe to do violence to another person, or even zombies (after all, they might just be sick people). Her first instinct is to either talk or run away, not physical confrontation. [B]Invoke:[/B] When trying to seek a non-violent solution. [B]Compel:[/B] To prevent Mary from doing physical harm, starting a fight, or engaging in any sort of activity that involves the use of physical combat or force.[/ooc] [B][SIZE=3]Other Aspects[/SIZE][/B] [ooc=Diehard Optimist]Mary truly believes that things will always get better, even in the darkest of times. She'll push on through the pain and encourage others to look on the bright side of life, even if the bright side is the fact that they still have a day's food left. [B]Invoke:[/B] When things look grim, to get others to look at the bright side, or as a bonus to a mental defense. [B]Compel:[/B] To force her to ignore a serious situation, to encourage risky actions in dangerous situations, to get her to underestimate the danger of another survivor.[/ooc] [ooc=No Man Left Behind]Mary is a loyal and true to those who she calls friend. She won't willingly leave someone behind, even if the situation looks grim. She won't give up until she either rescues her friend or the friend is dead. [B]Invoke:[/B] When performing a crazy stunt to rescue a fallen comrade, when aiding the actions of another character. [B]Compel:[/B] To force a rescue in dangerous situations, to force actions that conform with the group consensus.[/ooc] [ooc=I've Seen What They Can Do]Mary has seen the terrible wounds inflicted by firearms and other weapons. The absolutely only way she'll even pick up a firearm is if there is absolutely no other choice, and she'll hesitate even then. Bottom line, she [I]loathes[/I] firearms. [B]Invoke:[/B] When trying to figure out a solution that doesn't involve firearms, when dealing with gunshot wounds. [B]Compel:[/B] To complicate any situation that involves firearms, or to force a gun jam or even misfire.[/ooc] [ooc=Spit and Bailing Wire]Mary is used to working without substandard or improvised equipment. She's performed tracheotomies with a ballpoint pin, repaired things with duct tape, and she once repaired a blown tire with an old broom handle. [B]Invoke:[/B] When trying to make do with substandard equipment or when trying to jury rig something. [B]Compel:[/B] To force a mechanical complication or breakdown. To up the stakes by removing equipment from the situation.[/ooc] [ooc=Tolerance for Biology]Mary has seen many ghastly wounds in her lifetime. And that was before the zombies started showing up. Now it takes something very, very messy to even temporarily phase her. The woman simply doesn't get upset by gore, mess, or sickness. [B]Invoke:[/B] When dealing with gory situations or with particularly gruesome wounds. [B]Compel:[/B] To force others to "suck it up" when faced with gore or other gruesome situations.[/ooc] [B][SIZE=3]Stress[/SIZE][/B] [B]Physical:[/B] OXX [B]Mental:[/B] OOO [B]Social:[/B] OOO [B]Consequences:[/B] - [r=2,2][B][SIZE=3]Skills[/SIZE][/B] [B]Good (+3):[/B] Driving, [ooc=Scholarship][B]Languages:[/B] English, German, Finnish, Spanish[/ooc] [B]Fair (+2):[/B] Alertness, Athletics, Craftsmanship, Resources [B]Average (+1):[/B] Conviction, Empathy, Endurance, Presence, Rapport [B][SIZE=3]Stunts[/SIZE][/B] [ooc=Ambulance Jockey (Driving)][I]Years behind the wheel of an ambulance has given you a real knack for getting the most out of such an unusual ride. This knowledge even extends to other emergency vehicles.[/I] Increase your Driving skill by one when using it to operate an emergency vehicle. When operating an ambulance, add two to your Driving skill instead.[/ooc] [ooc=Like the Back of my Hand (Driving)][I]When every minute can mean the difference between life and death, you need to learn the quickest route between two points. Your skill at finding shortcuts is nothing short of miraculous.[/I] Your knack for shortcuts gives you a +2 to Driving when using it for street knowledge and shortest-path navigation.[/ooc] [ooc=Nerves of Steel (Discipline)][I]When you're holding someone's guts in with your hands, it tends to put other situations into perspective. You've developed nerves of steel and can easily blot out distractions in tense situations.[/I] Your Discipline is considered to be Fantastic whenever Discipline would restrict, complement, or otherwise modify (page 214) another skill. This has no effect on your actual Discipline rating when the skill itself is being rolled.[/ooc] [ooc=Paramedic (Scholarship)][I]You have are a certified NREMT-P, or Paramedic. While you aren't a fully trained doctor or surgeon, you are skilled at emergency medicine that can keep someone alive long enough to get them to a real doctor.[/I] You may use your Scholarship skill to change a moderate physical consequence into two minor physical consequences or change a severe physical consequence into both a minor and moderate physical consequence. These consequences can be taken if the character can't normally take that many consequences. You can only modify a consequence once in this manner, and if it is a moderate physical consequence, the use of this stunt counts as justification for healing.[/ooc] [B][SIZE=3]Equipment[/SIZE][/B] [ooc=Backpack][B]Contains:[/B] Box of Tampons (1), Scrubs (1), Socks (2), Underwear (1)[/ooc] [ooc=Clothing]Paramedic's Uniform (long sleeve shirt, pants, undergarments) Sturdy Boots Winter Coat[/ooc] [ooc=Food][B]Days:[/B]1 [B]Food:[/B] Cliff Bar (2) [B]Liquid:[/B] Bottled Water (1)[/ooc] [ooc=Leatherman Sidekick]Spring-action Needlenose Pliers, Spring-action Regular Pliers, Spring-action Wire Cutters, 420HC Knife, 420HC Serrated Knife, Wood/Metal File, Saw, Small Screwdriver, Medium Screwdriver, Phillips Screwdriver, Ruler (1.5 in), Bottle Opener, Can Opener, Wire Stripper[/ooc] [ooc=Trauma Bag]Instant Ice Pack 6" x 9" Bag (6), Cervical Collar (1), Splint Kit (1-18" &24" + Gauze & Pins) (1), Multi Trauma Dressing 12 x 30 (10), Triangle Bandage 38 x 52 (5), Bloodstopper (15), Burn Care Kit (15 Pieces) (1), Emergency Airway Set (4 Piece) (1), Instant Glucose (1), Penlight (1), Paramedic Shears (1), Bandage Shears (2), Rubber Tourniquet (1), Solar Blanket 6' x 4' (10), Paramedic Blanket 54" x 80" (2), Ace Bandages 3" x 5 yards (4), Ammonia Inhalant Ampoules (Box of 10) (2), 1" x 3" Plastic Bandages (100), 3/4" x 3" Plastic Bandages (100), Large Butterfly Bandages (100), Adhesive Tape 1" x 5 yards (5), 2" x 2" Sterile Gauze Pads (100), 3" x 3" Sterile Gauze Pads (100), 4" x 4" Sterile Gauze Pads (100), 2" Non-Sterile Kling Gauze Rolls (12), Eye Wash (4 ounces) (1), Eye Pads (50), Hydrogen Peroxide (4 ounces) (2), Alcohol (8 ounces) (1), Antiseptic Towelettes (100), Latex Gloves-Medium (100)[/ooc] [/table]
Background & Other Notes