Dr. William Whiteman

To see a picture of the good doctor, click here.

It seems Dr, Whiteman was in one place long enough to give a brief retelling of his past. See it here.

Cognition 1d6, Knowledge 2d12, Mien 3d6, Smarts 2d6, Spirit 2d6
Search 1d6, Trackin' 2d6, Area Knowledge: Home County (Des Moines) 2d12, Medicine: General, Surgery, Veterinary 5d12, Professional: Doctor 4d12, Persuasion 3d6, Gamblin' 2d6, Scroungin' 3d6

Deftness 3d12, Nimbleness 2d8, Strength 2d6, Quickness 3d6, Vigor 3d6
Shootin': Shotgun 4d12, Climbin' 1d8, Dodge 2d8, Horse Ridin' 3d8

Edges: Brave, Belongin's (Cash) 1, Light Sleeper, Renown (Medical Society) 1

Hindrances: Habit (Cracking Knuckles) 1, Hankerin' (tobacco) 1, Oath (Hippocratic) 4, Loyal 3

Grit: 1

Gear: Double-Barrel Shotgun, spare boots, work shirt, trousers, bedroll, 50' of rope, four pouches of tobacco, standard watch, shotgun thong, stetson hat, bottle o' good whiskey, and a fast horse

 

Louis "Lost Boy" Orville

Cognition 3d10, Knowledge 2d10, Mien 4d10, Smarts 2d8, Spirit 2d4
Scrutinize 2d10, Search 4d10, Latin 3d10, Streetwise 2d8

Deftness 2d8, Nimbleness 3d8, Strength 4d6, Quickness 2d12, Vigor 2d6
Sneak 1d8

Edges: Gift o' Gab

Hindrances: Law o' the West, Tinhorn 

 

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