Man, have I ever fallen behind. I don't know if this'll format properly, buuuut…
Orrosh: Tech 18, Spirit 16, Social 18, Magic 16
Cha 9 Dex 7 Min 10 Spi 6 Str 8
Evidence Analysis +2, First Aid +2, Science +2
Find +1, Language (Latin) +1, Persuasion +1, Reality +1, Scholar +1, Streetwise +1, Unarmed Combat +1
Perks: Helper, Situational Awareness
Equipment Tech Cost Notes
Doctor's bag 18 300 (13) First Aid is a favored skill
Notebook (5) 14 1 (1)
Ink and Quill 10 10 (5)
Spectacles 16 80 (10)
Pocketwatch 12 100 (10)
You weren't born to a wealth family but to a working-class family in the service of a wealthy noble. Your sharp mind was noted and you were given a private education, putting you, and your family, into debt to the noble for quite a sum. Fortunately, you excelled at your studies and even entered the burgeoning medical profession at a time when it was cutting-edge science. You came home to share your skills with the town you were born in, and to gain enough income to repay your benefactor, only to find that everyone was moving to a new world. You were well aware that a new environment could lead to new diseases, so you were quick to sign on for the expedition, traveling along the “bridge” with one of the earliest batches of explorers.
In this new world, this “India” and, more over, “Earth”, you've found your knowledge challenged at every turn. Medicine here has gone wild, talking of imaginary scourges smaller than the eye can follow, with nary a mention of humors or miasma … madness! You've stepped up to spread proper knowledge to these savages and you've found your services in high demand by wealth Victorians in need of proper medical care. You've seen signs of puzzling infections that some madmen have called “Lycanthropy” or “vampirism”, but, as of yet, you've not seen the sources of these so-called diseases. For now, you've taken up with the Delphi Council, serving alongside of adventurers who simply seem to have no ability to avoid harming themselves in foolhardy action. Fortunately, the doctor is in.
Aside from some elementary fisticuffs, you're not a fighter. You can Trick and Taunt to help your allies in a pinch, but your primary use is to keep them from bleeding out during, and after, a conflict. When away from a fight, however, you've impressive investigative abilities and a undeniable charm that can open doors without kicking loudly. In short, you're a very clever person and people like you.
Moment of Crisis
Soon after crossing over the “bridge”, you found several people injured in a terrible vehicular crash and leaped into action. Alternatively, it was when you stayed up far too late, focused on finding a cure for the strange venom a local noblewoman was suffering from... and found it you did!
You're an attractive young Victorian, wearing respectable, if not fancy, clothing, worn in a traditional style. Your manners are posh (though you are somewhat prone to manic episodes when a problem's answer lies just out of reach) but your accent betrays your more common roots.
To overcome calamity and help those in need. You aren't entirely noble, thanks to your financial issues, but when push comes to shove, you help first and worry about payment later. You have a strong curiosity and, more, a need to solve problems that can sometimes overwhelm you. You simply can't leave a puzzle alone!
James, Richard, Elizabeth, Mary, Johnathon, Rebecca, Laura, Reginald
Note: The Medical Kit is a lower-tech version of the Nile Empire First Aid Kit, performing the same job but costing more due to the cutting-edge medical technology (like syringes and calipers!) for Orrorsh.