Dr. Giger
Name Roll Level Cost
Diagnosis 171 IQ-1 [2]
Physician 172 IQ-1 [2]
Psychology 173 IQ-1 [2]
Biology 12 IQ-3 [1]
Chemistry 13 IQ-2 [1]
Poison 13 IQ-2 [1]
Architecture 14 IQ-1 [1]
Carpentry 15 IQ [1]
Masonry 15 IQ [1]
Pharmacy - Synthetic 174 IQ-2 [1]
Pharmacy - Herbal 175 IQ-2 [1]
Naturalist6 13 IQ-2 [1]
Surgery 167 IQ-3 [1]
Physiology - Human 178 IQ-2 [1]
Bioengineering - Tissue 13 IQ-2 [1]
Veterinary 179 IQ-2 [1]
Esoteric Medicine 1710 IQ-2 [1]
Electrician 14 IQ-1 [1]
Electronics Operation - Medical 16 IQ-1 [4]
Electronics Repair - Medical 14 IQ-1 [1]
Computer Operation 13 IQ-2 [1]
Computer Programming (AI) 13 IQ-1 [1]
Engineer - Civil 13 IQ-2 [1]
Research 14 IQ-1 [1]
Literature 13 IQ-2 [1]
Expert Skill - Mutants 13 IQ-2 [1]
Expert Skill - Robots 13 IQ-2 [1]
Occultism 14 IQ-1 [1]
Detect Lies 14(17)11 Per-1 [1]
Diplomacy 1612 IQ-1 [1]
Fast talk 1613 IQ-1 [1]
Public Speaking 1614 IQ-1 [1]
Current Affairs - regional 14 IQ-1 [1]
Brainwashing 13 IQ-2 [1]
Hypnotism 13 IQ-2 [1]
Interrogation 14 IQ-1 [1]
Leadership 1615 IQ-1 [1]
Administration 14 IQ-1 [1]
Intelligence Analysis 13 IQ-2 [1]
Cryptography 13 IQ-2 [1]
Propaganda 1616 IQ-1 [1]
Strategy 15 IQ+1 [4]
Tactics 13 IQ-2 [1]
Teaching 14 IQ-1 [1]
Environmental Suit - NBC Suit/TL7 10 DX+0 [2]
Haz Mat - Magic 14 IQ-1 [1]
Haz Mat - Nuclear 14 IQ-1 [1]
Haz Mat - Biological 14 IQ-1 [1]
Haz Mat - Chemical 14 IQ-1 [1]
Survival - radioactive wasteland 14 Per-1 [1]
Survival - urban 14 Per-1 [1]
Soldier 14 IQ-1 [1]
Lockpicking 14 IQ-1 [1]
Traps 14 IQ-1 [1]
Airshipman 15 IQ [1]
Parachuting 10 DX [1]
Search 14 Per-1 [1]
Scrounging 16 Per+0 [2]
Acrobatics 9 DX+-1 [2]
Climbing 11 DX+1 [4]
Stealth 11 DX+1 [4]
Observation 14 Per-1 [1]
Short Sword 11 DX [2]
Area Knowledge - Switzerland 15 IQ+0 [1]
Area Knowledge - The Fort 15 IQ+0 [1]
Driving (automobile) 10 DX-1 [2]
Piloting (magic small) 10 DX-1 [2]
Tracking 14 IQ-1 [1]
Total 89 - -

Description
Dr. Thaddeus Giger is a French Swiss psychologist. He looks to be in his late twenties, is of medium height and build, and has long, dark hair. When at the Fort or on his rounds he wears a nice professional looking charcoal grey suit. When undertaking medical tasks at the fort he instead wears a white labcoat over medical scrubs. All of these clothes, although old, have obviously been well-cared for. In the field, however, he opts instead for a set of scrap armour, with a red cross painted on his helmet, and a red psi marking under a red cross painted on the left arm.

Player
Jonathan Kim

Attributes:
Strength (ST) 10 [0]
Dexterity (DX) 10 [0]
Intelligence (IQ) 15 [100]
Health (HT) 10 [0]

Secondary Characteristics:
Damage: Thr: 1d-2, Sw: 1d
BL 34 lbs;
HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 10 [0]; RP 10 [0];
Basic Speed 5.00 [0]; Basic Move 5 [0].

Talents
Healer 4 [40]

Languages
French (Native) [0]
German (Native) [6]

Advantages & Perks:
Empathy [15]
Plant Empathy [5]
Immunity to Disease [10]
Resistance to Poison (+3) [5]
Reputation 2 (skilled doctor; everyone; 10 or less) [5]
Military Rank 2 [10]
Patron 1 - The Cook [10]
Ally - 100% - 15- [15]
Ally - 50% - 15- [6]
Lifting Strength 3 [9]
Magic Resistance 3 [6]
Reduced Consumption 1 [2]
Less Sleep 4 [8]
Night Vision 3 [3]
Charisma 4 [20]

Disadvantages & Quirks:
Code of Honour (Hippocratic Oath) [-5]
Delusion (no-one attacks medics while they're healing someone) [-10]
Flashbacks [-10]
Nightmares [-5]
Post-combat Shakes [-5]
Chummy [-5]
Vow (give medical aid when requested) [-10]

Plot Summaries
Dr. Giger's Report 1 - Spring Festival
Dr. Giger's Report 2 - Book Hunters
Dr. Giger's Report 3 - Raid on Cyber Mutants
Dr. Giger's Report 4 - Milk Run
Dr. Giger's Report 5 - Peace in our Time
Dr. Giger's Report 6 - Honeytrap Bunker
Dr. Giger's Report 7 - Don't Fear the Reapers
Dr. Giger's Report 8 - Looting Lyon
Dr. Giger's Report 9 - Grand Tour

Downtime Actions
Remember that downtime actions started from week two, so will always be one less than the number of games
1) Two weeks spent building up the Fort's medical center (includes making it officially located near to, but not next to, the kitchens and dining rooms, to allow The Cook to be the first to hear new gossip from the wounded)
2) Two weeks spent building up the Fort's medical center (includes incorporating five rifle bullets worth of pure alcohol and as many medical texts as we were able to take from our discoveries (only the ones that the monestary already had duplicaes of))
3) Started deprogramming the ex-slaves from their slave mentality, and started repairs on 'the chair', diagnosing what parts we need to barter for.
4) No downtime actions for anyone this week for story reasons
5) Continued deprogramming the ex-slaves, and completed the physical repairs on 'the chair', leaving the mad AI inside it as the last hurdle to overcome.
6) Finished deprogramming the slaves. They moved out to work on the farm due to the recent push to get more people over there.
7) Sister (Mathilde Giger) turned up out of the blue; spent two weeks getting to know her and running through the formalities of her joining the Front
8) Analysed the anti-radiation medication; successfully managed to create a recipe for making a single dose; the cost required for a single dose is 1000, but they sell for 4000 if a buyer is found.

Items
On person

  • 234 rifle bullets
  • 1 pistol bullet
  • Portable military radio
  • Light scrap armour
  • Scrap helmet
  • Cutlass
  • Quality clothing
  • Frame backpack
    • Sleeping bag
    • Personal basics
    • 1/5 group basics
    • 20 yards ultra-tech rope
    • Canteen x2 (4lbs. water)
    • Rations x5
    • MREs x5 (self heating, feeds up to 4)
    • Gas mask
    • 2 man tent
    • 10 foot pole
    • Torch x5
    • Climbing gear
    • Grapnel
    • First aid kit
      • Anti-Rad drugs x2
      • Painkillers
      • Morphine derivatives
      • Anaesthesia
      • Antibiotics
    • Crash kit
    • Surgical instruments
    • Modified HazMat suit (+1DR)
    • Binoculars

In storage

  • 23 pre-apocalypse MREs (self heating, feeds up to 4)
  • Scrap electronics
  • Chemical leftovers from pre-apocalypse illegal drugs (looted from evidence locker in Lyon police headquarters)
  • Car requisition form (signed by The Cook)
  • Military radio etiquette guide (copied by hand from guide obtained for the fort from the Library)
  • Chemical recipe 'book'
    • Pesticide recipe
    • Herbicide recipe
    • Anti-rad recipe
  • 10% of 1/5th share of pre-apocalypse tinned food stash

Items donated to the Front

  • 1 pre-apocalypse machete (given to The Cook)
  • 1 pre-apocalypse SMG (given to The Archivist)
  • 90% of 1/5th share of pre-apocalypse tinned food stash (1 months worth total before player claim; given to The Cook)
  • Approximately 90% of 1/4th share (333; 90%ish given = 300) pre-apocalypse MREs (self heating, feeds up to 4) stash (1 ton total (=1334) before player claim; found in Lyon, given to The Cook)
  • 1/4th claim on recovery of Armoured Personnel Carrier (found in Lyon, given to The Hangar Master)
  • 1/4th claim on recovery of Portable Nuclear Reactor (found in Lyon, given to The Quartermaster)
  • 1/4th claim on recovery of Battlesuit (found in Lyon, given to The Archivist)

Items placed in the Medical Center
Items in this list are technically donated to the Front but, unlike other items which may end up being traded away or given to players, these specifically are for use in medical treatment and training and stay at the Fort unless permission is explicitly given otherwise

  • $50 worth of 'fuel grade' alcohol for medicinal purposes
  • Large collection of pre-apocalypse psychological books (looted from a university in Lyon)
  • Large collection of pre-apocalypse books on bio-mechanics, medical electronics operations, and medical electronics repair (looted from cyber mutants)
  • Collection of pre-apocalypse books on medicine, illnesses, physiology, and surgery (bought from the Library and looted from cyber mutants)
  • Contents of a surgery hall (looted from Lyon; 1/4th claim on recovery, but did personally find it); includes surgical instruments (including scalpels, needles, and syringes), a surgery 'robot', and drugs (including anaesthesia, morphine derivatives, painkillers, antibiotics, and nitrous oxide)
  • Auto-med station (looted from cyber mutants; 1/5th claim on recovery)

XP Total: 314
Attributes: 100 (Running Total: 100)
Advantages: 129 (Running Total: 229)
Talents: 40 (Running Total: 269)
Languages: 6 (Running Total: 275)
Disadvantages: -50 (Running Total: 225)
Skills: 89 (Running Total: 314)
Total Spent: 314

Ally: Leaf (50%)
XP Total: 157
Size mod - 8
Magic resistance 3 with extra cost so can cast magic (15)
Magery 3 (25)
Flight (40)
Enhanced Move (air) (20)
ST:1 (-90)
IQ:15 (100)
DEX:10 (0)
HT:10 (0)
+10 mana (30)
Running total: 130
Spells
Purify Air (1) 16
Create Air (1) 16
Shape Air (2) 17
Windstorm (1) 16
Lend Energy (1) 16
Recover Energy (12) 20
Detect Magic (1) 16
Identify (1) 16
Analyse Magic (1) 16
Sense Mana (1) 16
Light (1) 16
Glow (1) 16
Continual Light (1) 16
Colours (1) 16
Sunlight (1) 16
Total 157
Leaf's weapon - Staff the Doctor holds - accuracy 6+3 (also applies to spells), range 500/4000 (also applies to spells), 3x damage cap on missiles. Inbuilt attack: max once every 30 - IQ seconds, can fire a 6dx2(2) burn projectile at cost of 1FP.

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