Terry Buckworth
A Good Doctor

A 10-Victory Seasoned Contractor played by ShadyTradesman in The Illumination

Terry Buckworth is a doctor who is a genuinely good guy who will risk his life to Give everyone in the world their best shot at life.

He is 54 years old, and often appears as a slightly pudgy man with a round nose and thick glasses. He has a warm, welcoming demeanor and is incredibly wholesome.

Terry Buckworth lives in The Illumination, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

4

Dexterity

2

Intellect

5

Perception

2

Abilities

2 Alertness

1 Animals

3 Athletics

0 Brawl

1 Crafts

4 Culture

2 Drive

0 Firearms

4 Influence

2 Investigation

5 Medicine

0 Melee

2 Occult

1 Performance

4 Science

1 Stealth

1 Survival

0 Technology

2 Thievery

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

(Terry Buckworth is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Augmented Legs (Your Free Movement is increased by 10 feet.)
  • Body 7

    Penalty

    9 Mind

    0
    Miffed
    0
    Agitated
    Bruised
    0
    Distracted
    Hurt
    -1
    Rattled
    Injured
    -1
    Worried
    Wounded
    -2
    Alarmed
    Mauled
    -3
    Frantic
    Maimed
    -4
    Delirious
    X_X

    Limits

    Atrocities
    Murder
    Anguish

    Traumas

    (Terry Buckworth has no Traumas)


    Good Will


    Circumstances

    Polyglot: Latin, Spanish, French You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.

    Conditions

    From Assets and Liabilities
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.

    Loose Ends

    Powers

    Terry treats the patient, muttering caring words as he draws the impurities from his patients.


    Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. This Effect cannot be used unless you have witnessed the patient performing an act of kindness..

    You may cure any single disease or poison afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

    • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Terry snaps his fingers, and mint-colored medical restraints appear with green sparks and wrap around his target. They may attempt to break free. After the binding is broken, the medical restraints decay in green sparks.


    Exert your Mind and spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless the target is initiating or escalating physical aggression. Roll Intellect + Medicine at Difficulty 6. The target] may contest by Defending or Dodging.

    If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.

    The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.

    • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Terry is extra motivated when it comes to saving the innocent.


    You gain the following benefits at all times.

    All Stabilizations you attempt are considered Proper Stabilizations.

    You also gain the following effects:

    • Gifted: You get +3 dice on any rolls related to medical care as long as Terry has never witnessed them harm another (except in self-defense).

    • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

    Those who attack a being as pure as Terry find themselves regretting their decision, changing their mind mid-attack, and forever abhorring violence.


    This Effect activates whenever a target injures Terry, dealing at least a severity-2 Injury or looks upon the injury up close. One per injury. It does not require an Action or Exertion. Select a Sapient target within 300 feet. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

    If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of violence as a Trauma. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Terry is a really safe driver, and those who follow the proper safety protocols live to tell the (slightly less cool) story.


    You gain the following benefits as long as as long as Only benefits those wearing a seatbelt (in a car or aircraft), or a life vest (in a boat) and you are piloting any vehicle.

    You receive +2 dice to any rolls to pilot a vehicle.

    You also gain the following effects:

    • Daredevil: Damage you and your passengers take from vehicle collisions is halved (rounded up) and the result is limited to a maximum of 5.
    • Steady As She Goes: The motion of vehicles you are piloting never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

    Terry runs his hands over his patient's wounds, treating and muttering caring words. Blue sparks leap under his fingers, sealing wounds before your very eyes!

    The wounds are sealed with a passion for caring. If the patient harms another individual soon after treatment, the healing is undone.


    Exert your Mind and spend 1 minute to activate. Select a Living or Dead target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to not physically harm another sapient being for the next month. If they violate this rule, your treatment is immediately reversed.

    If you heal an Injury on a target that has been dead for less than a minute and it reduces their Wound Level to a non-lethal level, their life is restored.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Learn any medical physiological afflictions of your patent by investigating them for a minute.


    Spend a minute to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Intellect + Medicine at Difficulty 6. The target may Resist.

    You learn all the following information about your target:

    • You determine any medical or psychological afflictions they have, as well as their species and a general overview of their biology.

    The quality and specificity of information gained depends on your Outcome.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Terry is protected by the good will of his patients during care.


    You gain the following benefits at all times.

    You have 5 Armor, which only reduces damage taken from attacks made while performing medicine. Any armor piercing effects from attacks made while performing medicine are ignored. Armor from multiple sources does not stack.

    Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

    • Armor recharging happens automatically and does not require an Action.

    People may try to break off a conversation with Terry, but he has a way of coming up with small talk that would be awfully rude to interrupt.


    Spend an Action to activate. Select a Animate target within 50 feet who can perceive you through hearing. This Effect cannot be used unless The target is in a conversation with or trying to break off a conversation with you. Roll Charisma + Culture at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    If you succeed, the target will keep their full attention focused on you for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through hearing for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.

    This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person:

    • Pen
    • Wallet
    • Phone
    • keys
    • Flashlight
    • Doctor’s Coat (reinforced, 2 Armor)
    • Slacks
    • handkerchief
    • Puma Running shoes
    • Button-down shirt
    • Glasses
    • Hand sanitizer
    • n100 medical mask and latex gloves
    • Multi-tool
    • Holy water
    • compact life vest, inflates when hits water
    • Bible
    • 15 silver coins
    • some precious gems
    • gold coins
    • Walkie talkies
    • Concealed medical supplies in clothes
    • (bandages, sewing kit, splints in pant legs, tourniquet, and rubbing alcohol)
    • Spanish english dictionary
    • Kansas truck stop magnet.

    Clamshell Roller bag

    • plastic baggie with tissues, coupons, and Rite Aid receipts.
    • Rollos candies
    • Stethoscope
    • Emergency aid kit (delux)
    • Scalpel
    • Bandage
    • Morphine syringe
    • Epipen
    • backup life vest in waterproof container
    • sat phone
    • Sutures
    • Latex gloves
    • Toiletries
    • Extra change of clothes, rain jacket
    • bug spray
    • sun screen
    • Face Masks
    • collapsible fishing rod
    • Guide on how to play poker
    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Contractor Timeline

    10 Victories - 3 Failures
    Remaining Exp: 6 (Earned: 234 - Spent: 228)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Terry Buckworth has not written in his journal yet.

    Moves

    Terry Buckworth has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Illumination can post Moves for Terry Buckworth.

    Assets And Liabilities

    Assets

    +1 Polyglot
    Language: Latin, Spanish, French
    +2 Clear Conscience