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Arklytte

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Posts posted by Arklytte

  1. WTAH?!?

    Ok, so in addition to the crappy

    Mobile look/interface

    'Oh, no, we're just making it Mobile Friendly'...yeah, uh huh, pull the other one, it's got bells on it...

    , apparently the editing function is screwed up as well.  Every time I edit a post the idiotic WYSIWYG editor has decided that it needs to add carriage returns at the beginning and end of my post for some stupid reason.

    If any of you Mod types aren't too busy making this site so much more "wonderful", does anyone have any thoughts of how to correct this extremely irritating behavior?

     

    EDIT: AAAAARRRRRGGGGGGGGGHHHHHHHHH!!!!!!!!!!!!!!!!!  And why in the actual hell wont Spoilers BLOODY WELL STAY INLINE?!?

    Further EDIT: It doesn't happen in every thread, but it's happened in a couple. In THIS ONE, it is literally every time I Edit/Save.

  2. @Paxon With regards to the various 'Roles' for The Crew, is that something we should be aiming for when putting our characters together (ie should we build the character with a focus towards 'The Commander', or 'The Gunner', or whatever), or will that even be a consideration when you're choosing players?  I ask because I'm giving very serious thought to giving my character Oath Against Harm (he is a Doctor, after all) and if I do that, there are a couple Roles that he straight up wont fit (Gunner, for example).

     

    Or are the Roles something we're going to hash out once The Crew is actually chosen?  And, if so (and if necessary), will we be able to make spot tweaks to our characters once that happens (ie to move around skill points, if someone ends up being The Driver, even though they didn't actually put points into that skill initially)?

  3. CHARACTER NAME

    QUOTE

     

    https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2007_12/avatar8068_1.gif.d91f5a6ff23ca32c8bcbaf00aed723ae.gif

    Class: Class 1 Link | Class 2 Link

    Race: Race Link

    Gender:

    Age:

    Height/Weight:

    Hair/Eyes:

     

     

    Appearance

    TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE

    Personality

    TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE

    Backstory

    TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE

     

     

     

     

  4. 1 minute ago, PigLickJF said:

    Well, technically, I don' think either of those two are options. Don't get me wrong, I'm not trying to be a jerk or argue with the DM here, lol. I just spent a ton of time last night trying to figure out how the dang Transformation feat actually works, and I'm pretty sure I've got it right (although I could well still be wrong).

     

    Transformation only lets you choose from (transformation) or (body) talents; neither Powerful Limbs or Size Change are (body) or (transformation), so they're not actually valid choices.

    You can choose other traits, but you have to have the appropriate talents.  And since we can't take magical talents, Transformation is highly limited.

     

    That said, if Pax were willing to let you take those talents, with the caveat of not actually being able to actually cast Alteration spells, it would work fine.  It'd be a bit of a 'wasted' talent, in a sense, since its literally only there for your Transformation feat, but if it fits the character vision, it might be worth it.  YMMV

  5. 1 minute ago, Paxon said:

    It may be the apocalypse, but at least there's good food and coffee aboard this tank!

    Damn straight.  How can we fight Kaiju, radiation warped !onstrosities, and post apocalyptic warlords without a good, strong cup of joe and a blueberry scone??  Anything else would be barbaric!!

     

    2 minutes ago, Llyarden said:
    3 minutes ago, Llyarden said:

    Oh, heck, I thought you [i]were[/i] going for Barista, my bad.  But yeah handling all food and beverage needs between us works, or I could just flip back to being an actual Blacksmith.

     

    Nah, play what you want.  I honestly hadn't made up my mind, though, tbf, I was leaning towards Barista.  🙂

     

    I was also pondering pairing Scholar/Doctor with Alchemist/Physician, and really doubling down on things.

     

    I honestly haven't made up my mind re:mechanics, though I'm definitely committed to playing The Doc.

  6. 4 hours ago, Llyarden said:

    I'm probably going to go Iron Chef, so the 5th-level Techsmith feature giving a Maintenance option doesn't really work for me, unfortunately.  Or I guess I can just ignore that ability.

    Well crap, looks like we were thinking along similar lines, Llyarden.  Heh...I could take Barista instead, and we could handle all the teams food and beverage needs between us.  😄

  7. Going Forward

     

    Alchemy/Item Creation

    Time Savers

         Swift Alchemy: All Alchemical Items take half the normal time to create

         Rapid Alchemy: Alchemical Items costing 150GP or less can be made in 30 minutes

              With Improved formulae, reduce crafting time to 15 minutes (result is still basic item, just made faster)

              Increase DC of item by 6 (INT); this bonus does not apply to Alchemy Sphere Improved items

         Swift Quality: Any skill check that takes longer than 1 round, takes half the normal time

         Craftsman: Mundane items take half normal crafting time

         Natural Materials: Counts as having Alchemy Kit for the purpose of creating Alchemy Sphere materials only.

     

    Crafting Times

         Alchemy Sphere Formulae

              Can create 2 Formulae per crafting

                   Base Time w/o kit: 15 minutes

                             Swift Alchemy = 7.5 minutes

                             Craftsman = 3.75 minutes

                        Can create 16 Formulae per half hour

                   Base Time w/Kit or Lab: 15 minutes

                             Swift Alchemy = 7.5 minutes

                             Craftsman = 3.75 minutes

                             Swift Quality = 1.875 minutes

                        Can create 16 Formulae per fifteen minutes

         Create Alchemical Items

              Can create 1 regular Alchemical Item costing >150GP in 30 minutes

                        Swift Alchemy = 15 minutes

                        Craftsman = 7.5 minutes

                        Swift Quality = 3.75 minutes

                   Can create 16 Alchemical Items per hour

              With Improved Formulae (Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag) can create in 15 minutes

                        Swift Alchemy = 7.5 minutes

                        Craftsman = 3.75 minutes

                        Swift Quality = 1.875 minutes

                   Can create 32 Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag per hour

         Create Stable Formulae/Toxins

              Create item using only Base Talent (Can increase DC as normal)

                   Base Complexity 1

                   Adding effect of additional talents = +1 Complexity

                   Max Complexity 6 (equal to Heal skill)

                   DC to Craft = Equal to Base Complexity OR 10+Complexity

                   Cost to create; can be sold for 4x this value (Profitable Kit/Lab)

                        Formulae: 10GP x Heal ranks x Complexity

                        Toxin: 5GP x Heal ranks x Complexity

         Time to create

              Creation Cost >250GP: 8 hours (1 day) per 1000GP

              Creation Cost <250GP: 2 hours

                        Swift Alchemy: 4 hours / 1 hour

                        Craftsman: 2 hours / 30 minutes

                        Swift Quality: 1 hour / 15 minutes

                   >250 GP = 1 hour/1000GP, up to 8 hours

                   <250 GP = 15 minutes or 4/hour, up to 8 hours

     

     

     

  8. Markus "Doc" Strumpky - Wasteland HealerAlchemist 6 (Physician)
    Scholar 6 (Doctor/Harmacist)

    CHAPTER NAME

    https://i.imgur.com/nhdbjoh.jpg

    https://i.imgur.com/nhdbjoh.jpgThe text of your post will go here.

    "Bold, Color, and Quotes for speech"

    Color and Italics for thoughts

     

     

     


     

    OOC Stuff

    TESTING

    ONE

    TWO

    THREE

     

     

     

     


     

    Combat Mechanics

     

    ___________________________________________________

    TEMPORARY EFFECTS

         STUFF GOES HERE

         HERE TOO

         ALSO HERE

         ETC

    ___________________________________________________

    COMBAT ACTIONS

         STUFF GOES HERE

         HERE TOO

         ALSO HERE

         ETC

    ___________________________________________________

    ACTION ECONOMY

         Free Action: -

         Immediate Action: -

         Swift Action: -

         Move Action: -

         Standard Action: -

         Full Round Action: -

         5 Foot Step: -

     

    General Info

     

    _________________________________________________________

    OFF-TURN/CONTINGENT ACTIONS

         STUFF GOES HERE

         AND HERE

         HERE TOO

         ETC

    _________________________________________________________

    NOTABLE SKILLS/SKILL CHECKS

    Will ALWAYS use Hermit Motif outside combat (+4)

    Applied Consistency add +2 when Taking 10/20

     

         Craft(Alchemy): Base +26 (Can always Take 10)

              Alchemy Kit: +3

              Alchemy Lab: +5

         Craft(Leatherworking): Base +20

              Leathercrafting Kit: +3

         Heal: Base +29 (Can always Take 10)

             EX Healer's Kit: +7 (+8 Deadly Wounds)

             GM Healer's Kit: +5 (+6 Deadly Wounds)

             Healer's Kit: +2

         Knowledge (All): Base +21

         Perform (Diplo; Hndl Animal; Intim; Sense Motive) Base +20

              Hammered Dulcimer: +3

         Profession (Doctor): Base +21

         Profession (Pilot):  Base +23

         Perception: Base +22

    _________________________________________________________

    SENSES

         Low Light Vision

         Can see 10' in Smoke, Fog, etc

         Perception: +22 (+1/20' Range Increment)

         Sense Motive: +20

         Stealth: +11

    _________________________________________________________
    DAILY ACTIONS/LONG TERM BUFFS
    These abilities are activated at the beginning of each day, or when they expire.

    Fate: The Hermit Motif: Can Aid Another on self as a Swift Action. Bonus is +4; Duration: Permanent (Fated Oath Boon)

    War Paint: Can have 3 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew); Painter talent)

         Blue: +15' Enhancement Bonus to Speed

         Green: Increase duration of Morale bonuses by 2 rounds

         Yellow: +7 Competence Bonus to Perception

    _________________________________________________________

    CONSTANT EFFECTS/STATBLOCK

    Current Run Speed: 45 (30 Base; +15' Blue War Paint)

    Current Initiative Bonus: +2 (DEX)

    Current Hit Points: 72/72 (78 Max/-6HP for Oath of Ritual)

    Current Temp Hit Points: XX

    Primary Martial Focus: Yes

    Secondary Martial Focus: Yes

    Current AC: 26 (Base 10; +2 DEX; +1 Inhuman Resilience (Natural); +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

    Current Touch AC: 25 (Base 10; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

    Current Flat Footed AC: 24 (Base 10; +1 Inhuman Resilience (Natural); Prescient Dodger +7; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

    Current CMB: 6 (4 BAB + 2 DEX)

    Current CMD: 30 (Base 10; +4 BAB ; +1 STR; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

    SAVES

         FORT: +11 (Base: +5; +4 CON; +2 Inhuman Resilience)

         REF: +9 (Base: +5; +2 DEX; +2 Inhuman Resilience)

         WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

    Resistances: N/A

     

    Equipment

     

    _____________________________________________________

    Daily Carry Gear - 36.9 lbs

    Tank Key

         On dog tag style necklace if not in use

    Wastelanders Outfit

         Heavy Jeans

         Cotton Shirt

         Flannel Shirt (in cold weather)

         Combat Boots

         Leather Duster

         Black Felt Stetson

    Chiurgeon's Kit (Strapped to Left Thigh)

         Alchemist’s Kindness (2)

         Antiplague (2)

         Antitoxin (2)

         Bloodblock (2)

         Calming Cider (2)

         Revitalizing Rum (2)

         Smelling salts (2)

         Soothe Syrup (2)

         Stable Salve (3) 3d8+52HP

    Exquisite Healer's Kit (Strapped to Right Thigh)

         (10) Uses

         Modern, high end first aid kit (+5 to Heal Skill)

         Surgeons Tools (+1 to Treat Deadly Wounds)

         Natural & Alchemical Meds

    GrandMaster Tactical Shotgun (Back Sheath or In Hand)

         Standard Load: (8) Beanbag Rounds

         Deadly Nightblade: Activate @ Move Action

              Progressive Neurodegenerative Toxin

    Sanpkhang (Right Boot)

         Poisoning Sheath (Current Poison: Debilitating Toxin)

    Butterfly Knife (Left Forearm/Left Boot)

         2x Concealable daggers: Open @ Free Action (Quick Draw)

    Masterwork Needle Launcher (Right Forearm)

         Standard Load: (10) Accupuncture Needles

         Can be coated with any Toxin/Poison @Free Action

    Fanny Pack (@Adventurer's Sash) (Waist (Lower Back))

         3x Shotgun Box Mags

              Beanbag (8)

              Shell (8)

              Slug (8)

         5x Loading Tubes for Needler

              Standard Action to load

         50 Accupuncture Needles in leather case

         Weapon Maintenance Kit

         Gasmask

         MW Binoculars

         2 Rechargable Batteries

         Flashlight

         2 Bota Bags of water

         Flask of high proof rum

         2 Days Rations (Jerky, Trail Mix, Hard Tack)

         Zippo Lighter (US Flag Motif)

    Poison Pouch (Left Belt)

         Materials collected through day for combat Toxins

    Formulae Pouch (Right Belt)

         Leather pouch w/sewn in tubes

         Holds 15 formula vials

         Materials collected through day for Formulae

    Flashbang/Stinkbomb Bandoliers (Chest)

         Materials collected through day for Flashbangs/Stinkbombs

         Small clay forms to fill/throw

     

    _____________________________________________________

    Go Bag (Sturdy Backpack+2) for emergencies - 42.6 Lbs

    ALWAYS PACKED/In Personal locker


    Exquisite Alchemist's Kit

         Swift: Checks longer than 1 rd take half time

         +3 to Craft (Alchemy)

    GrandMaster Healer's Kit x2

         (10) Uses

         +4 to Heal Checks

    Fishing Kit

         +1 to Survival checks to fish

    Gear Maintenance Kit

    Survival Kit

         +2 to Survival Checks

    Climbing Kit

         Silk Rope, Pitons, Climbing Harness

              +2 to Climb

         Includes Climbing Pick (+1 to Climb)

    MW Nightvision Goggles

    Flashlight

    4 Rechargeable Batteries
    5 Loading Tubes for Needle Launcher (loaded)

    50 Accupuncture Needles in leather case
    6 Shotgun Box Mags (8 rounds per mag)

         2x Beanbags

         2x Shells

         2x Slugs

    3 Boxes of shotgun shells

         (20) Beanbags

         (20) Shells

         (20) Slugs
    100' silk rope

    2x Sunrod

    10x Candles

    3x Torches

    5x Smokesticks

    Butane (for refilling lighter)
    Machete

    6x Throwing knives

    Skinning & Boning knives

    Harvesting tools
    Change of clothes

    Grooming Kit

    Bedroll

    Blanket

    Small Hand Drum
    4 Waterskins

    7 days rations

     

    _____________________________________________________

    Additional Gear Stored in Tank
    MW Tactical Shotgun

    Shotgun Shells, in boxes of 20

         200 Shells

         200 Slugs

         200 Beanbags

         12 Mags

              4 of each type
    Needle Launcher

    Accupuncture Needles

         300 in leather case

         10 speed loading tubes (loaded)
    Exquisite Alchemist's Lab (Set up as needed)

         Profitable: 2x profit on created items

         Swift: Checks that take longer than 1 round take half time

         +5 to Craft (Alchemy) check
    GrandMaster Healers Kit x5

         +4 to Heal Checks

         Surgeon's Tools +1 to treat Deadly Wounds
    GrandMaster Leatherworking Kit

         Profitable: 2x profit on created items

         Includes Tanning Kit
         +6 to Craft (Leather) check

    GrandMaster Hammered Dulcimer

         Profitable: 2x gold for busking

         +2 to Perform

    GrandMaster Gunsmithing Kit

         Swift: Checks that take longer than 1 round take half time

         +2 to Gunsmithing

    Grooming Kit

    Sleeping Box (Can be broken down)

    Medical Tablet (No in game use, RP only)
    Chronicler's Kit w/ex journals
    Spelunker's Kit
    Eventide Outfit

    3x Explorer's Outfits

    Alchemy

     

    Formulae (# Carried)

    Can have 15 Formulae 'active' at one time.

    ________________________________________________________
    Save DC: 19 (Unless otherwise specified)
    Attack Mod: +13 vs Touch (Splash)
    Range Increment: 25'

     

    Improved Acid Flask (2)

    AOE Splash Acid Damage; Lingering Damage

    Struck Target takes 4d6 Acid 15' radius

              +15' Half damage

              +15' Radius 1 pt

         Any target that takes 2HP dmg or more takes 1/2 next round

    Improved Liquid Ice (2)

    AOE Splash Cold Damage; Can Freeze liquid

    Struck Target takes 3d6 Cold 15' radius

              +15' Half damage

              +15' Radius 1 pt

         Can freeze 12 5' cubes of liquid solid

         Can freeze AOE  80' diameter

              This AOE can support Huge creatures

    Improved Sneezing Powder (2)

    Staggers targets via uncontrolled sneezing

    Struck Target or Adjacent FORT 23 or Staggered 1 round

              On fail, save for 1d4+1 rounds of stay Staggered

         20' Radius: FORT 18 or suffer all above effects

    Improved Tanglefoot Bag (2)

    Sticks target in place via glue-like substance

    Struck target-2 att/-4 DEX; REF 19 to stuck to floor

         STR Chk or 20HP Slashing dmg to remove

              Half speed for 3d4 rounds

         10' Radius - REF 19 or suffer all above effects

    Panacea (2)

    Cures a multitude of ailments

    Cures Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.

    Salve (4)

    Heals 3d6+52 HP; Healing beyond max becomes Temp HP for 6 hrs

    Can only be given 9x/person/day

         Any healing beyond max becomes Temp HP for 6 hours

    Universal Alcohol (1 (6 doses))

    Single shot alcohol (Combines Cider (Base); Rum; Vodka; Whisky)

    Calming Cider: +3 vs Emotion for 1 hour

         Invisible Ichor: 2x strength, no taste

         Lullabying Lager: Fall asleep in 1 hr

              2x resting Healing; stacks w/Heal check

         Mindbending Mead: -3 Perception; +3 vs Illusions

         Painkilling Perry: +3 vs Pain for 1 hour

         Revitalizing Rum: +2 to next save, lasts 1 hour

         Sobering Schnapps: Ignore Drunk penalties for 1 hour

              Sickened penalty reduced by 1/2

         Vitalizing Vodka: +3d4 Temp HP for 1 hour

         Wakeful Whisky: +3 vs Sleep Effects

              Can ignore sleep requirements

    War Paint

    Circumstance boosts 1/tgt; 3 on self (Blue; Green; Yellow)

    Black: +7 Competence Bonus to Stealth

         Blue: +15' Enhancement Bonus to Speed

         Green: Increase duration of Morale bonuses by 2 rounds

         Yellow: +7 Competence Bonus to Perception

    ________________________________________________________

    Toxins (Can create/apply as Free Action)
    ________________________________________________________
    Save DC: 19

    Can be contact, ingested, inhaled, or injury.

    Chosen at the time of creation.

         Last 1 minute

         To cure, 1d20+Heal Skill vs DC 17


    Attack Mod: N/A - Dependent on Vector

     

    Anesthetic

    Numbs pain in target temporarily

    First 14 HP damage after dose becomes nonlethal

         +3 to save vs Pain

         Can only be applied 1/hour

    Degenerating

    Slowly erodes stat(s)

    -4 to one ability score (except CON)

         Can be split -2/-2

         Stacks with self

    Drowsy

    Makes target increasingly sleepy

    1st Failed save: Target becomes Fatigued

         2nd Failed save: Target becomes Exhausted

         3rd Failed save: Target falls asleep

              Can be awakened (@Std Action) by slap or dmg

    Neurodegenerative (Deadly Nightblade)

    Causes mental ability damage over time

    Activate as Move Action; lasts til deactivated

         Alchemy Sphere Toxin talents apply

         1st Failed save: FORT 19 on dmg or Confused for 6 rounds

         Successive Failed saves: -1 (stacking) to all Mental Stats (Min 1)

    ________________________________________________________
    Alchemical Items (# Carried)
    ________________________________________________________

     

    Alchemist’s Kindness (2)

    Antiplague (2)

    Antitoxin (2)

    Bloodblock (2)

    Calming Cider (2)

    Revitalizing Rum (2)

    Smelling salts (2)

    Soothe Syrup (2)

    Stable Salve (3)

         3d8+52 Healing (Does not count against daily doses)

         All HP above max become Temp HP for 6 hours
     

     


     

    Alchemical Item Creation Time

                                                                Time Savers

          ____________________________________________________________________________

         Swift Alchemy: All Alchemical Items take half the normal time to create

         Rapid Alchemy: Alchemical Items costing 150GP or less can be made in 30 minutes

              With Improved formulae, reduce crafting time to 15 minutes (result is still basic item, just made faster)

              Increase DC of item by 6 (INT); this bonus does not apply to Alchemy Sphere Improved items

         Swift Quality: Any skill check that takes longer than 1 round, takes half the normal time

         Craftsman: Mundane items take half normal crafting time

         Natural Materials: Counts as having Alchemy Kit for the purpose of creating Alchemy Sphere materials only.

     

                                                                    Crafting Times

          ____________________________________________________________________________

         Alchemy Sphere Formulae

              Can create 2 Formulae per crafting

                   Base Time w/o kit: 15 minutes

                             Swift Alchemy = 7.5 minutes

                             Craftsman = 3.75 minutes

                        Can create 16 Formulae per half hour

                   Base Time w/Kit or Lab: 15 minutes

                             Swift Alchemy = 7.5 minutes

                             Craftsman = 3.75 minutes

                             Swift Quality = 1.875 minutes

                        Can create 16 Formulae per fifteen minutes

          ____________________________________________________________________________

         Create Alchemical Items

              Can create 1 regular Alchemical Item costing >150GP in 30 minutes

                        Swift Alchemy = 15 minutes

                        Craftsman = 7.5 minutes

                        Swift Quality = 3.75 minutes

                   Can create 16 Alchemical Items per hour

              With Improved Formulae (Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag) can create in 15 minutes

                        Swift Alchemy = 7.5 minutes

                        Craftsman = 3.75 minutes

                        Swift Quality = 1.875 minutes

                   Can create 32 Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag per hour

          ____________________________________________________________________________

         Create Stable Formulae/Toxins

              Create item using only Base Talent (Can increase DC as normal)

                   Base Complexity 1

                   Adding effect of additional talents = +1 Complexity

                   Max Complexity 6 (equal to Heal skill)

                   DC to Craft = Equal to Base Complexity OR 10+Complexity

                   Cost to create; can be sold for 4x this value (Profitable Kit/Lab)

                        Formulae: 10GP x Heal ranks x Complexity

                        Toxin: 5GP x Heal ranks x Complexity

              Time to create

                   Creation Cost >250GP: 8 hours (1 day) per 1000GP

                   Creation Cost <250GP: 2 hours

                             Swift Alchemy: 4 hours / 1 hour

                             Craftsman: 2 hours / 30 minutes

                             Swift Quality: 1 hour / 15 minutes

                        >250 GP = 1 hour/1000GP, up to 8 hours

                        <250 GP = 15 minutes or 4/hour, up to 8 hours

          ____________________________________________________________________________

     


     

    Daily Heal Count

    Det

    Revitalizing Compounds: 5 / 6 Remaining

         Treat Deadly Wounds: 6 / 6 Remaining

         Salve: 9 / 9 Remaining

    Doc

    Revitalizing Compounds: 5 / 6 Remaining

         Treat Deadly Wounds: 6 / 6 Remaining

         Salve: 9 / 9 Remaining

    Duende

    Revitalizing Compounds: 5 / 6 Remaining

         Treat Deadly Wounds: 6 / 6 Remaining

         Salve: 9 / 9 Remaining

    Martin

    Revitalizing Compounds: 5 / 6 Remaining

         Treat Deadly Wounds: 6 / 6 Remaining

         Salve: 9 / 9 Remaining

    Packer

    Revitalizing Compounds: 5 / 6 Remaining

         Treat Deadly Wounds: 6 / 6 Remaining

         Salve: 9 / 9 Remaining

    Tanya

    Revitalizing Compounds: 5 / 6 Remaining

         Treat Deadly Wounds: 6 / 6 Remaining

         Salve: 9 / 9 Remaining

    Non Crew

    Jana: Revitalizing Compound: 1 Dose

     

     

     

    ____________________________________________________________________________

     


     

  9. Idea: 'Doc', using a combination of scrounged bits of tech, herbal remedies, and 'hoodoo', Doc keeps the team healthy and ready for battle.  Handy to have around in a fight, as he can use his concoctions to cause just as many problems for the enemy as he makes benefits for the team.

     

    Takes the Hippocratic Oath dead seriously (Oath against Harm?)

     

    Scholar - Doctor?

    Blacksmith - Barista and/or Iron Chef?

  10. https://i.imgur.com/nhdbjoh.jpg

    Markus 'Doc' Strumpky

     
    “You know how sometimes you tell yourself that you have a choice, but really you don't have a choice? Just because there are alternatives doesn't mean they apply to you.”
     

    Alchemist (Physician )

    Scholar (Doctor/Harmacist)

     
    PRIMARY ROLE
    Buffer/Debuffer; Healer
     
    SECONDARY ROLE
    Crowd Control
     
    CREW POSITION
    Driver; Commander in a pinch

     

    Appearance

    Doc has the intense, driven look of a true Wasteland survivor.  His bright green, slit-pupiled, cat-like eyes observe everything around him, never ceasing their motion.  Those on whom he bestows his direct attention cant fail to notice the pain that seems to lurk deep within his gaze, but, at the same time, his eyes hold boundless compassion as well.

     

    Doc wears simple, well cared for clothing made of tough fabrics. Clothing designed for the harsh reality of his lifestyle.  His gear is immaculately well cared for, and his healing supplies are scrupulously clean and ready to use at a moments notice.  It is a rare sight to see Doc without his white leather satchel, with it's prominent red cross stitched on the front, hanging at his side.  It, along with several smaller pouches of herbs, salts, and bits and bobs that he uses for his field chemistry, are nearly the entirety of his kit.  The only other thing of note is the well oiled and cared for shotgun, slung on a tactical friction strap, slung over his back.

     

    Personality

    Doc is a fairly laid back man. He is patient, has a generally placid disposition, and is very slow to anger.  Even in battle, he is cold, calculating, and precise, preferring to use the least amount of force necessary to accomplish his goals, and never using lethal force unless absolutely necessary.  This is part and parcel to his time training with the elderly Doc.  One of the first things the old man taught Markus was the Hippocratic Oath, and Markus took the Oath deeply to heart.  To the point where causing unnecessary harm to any sentient being, even the few non-human ones he's encountered over the years, causes the healer intense, debilitating mental trauma.

     

    Beyond that, Doc is a fairly happy man.  He enjoys the camaraderie of the Crew, as well as the people that they help on their travels.  When he is working, he is the definition of a kind, compassionate doctor...one who is as truly called to his work as the most devout priest.

     

    Backstory

    As a youth, the man who would one day come to be known as 'Doc' was part of a moderate sized tribe of outlaws and brigands. His tribe owed much of it's success to having access to a large cache of vehicles, as well as a large, underground oil storage facility, as well as a small refinery deep within their territory.  From his early youth, Markus loved vehicles, and was an absolute whiz at driving them.  He was one of the best in his tribe behind the wheel, to the point where, on many of their raids, he never actually fired a shot, instead using his cars size, speed, and mass to commit his share of atrocities.

     

    In the brutal world of the wastelands, his tribe, like many others, lived under a very simple rule, 'Survival of the strongest'.  They fought with neighboring tribes, killed their warriors, took their dependents and lands, and, generally, were guilty of most every heinous crime that one can think of.  Finally, after years of suffering under their horrific 'rule', several smaller tribes banded together and led Doc's tribe into an ambush.  They were slaughtered, to a man, and left for the crows.  Well...almost all of them.

     

    Markus was grievously wounded in the fight, but the pile of bodies he'd fallen under had managed to save him from the withering gunfire that had taken down the rest of his clan.  How long he lay in the scorching sun, under the pile of stinking, slowly rotting bodies, he knew not, but eventually, he woke up in the cool, dry darkness of a desert cave.  To his great surprise, not only was he still alive, but his wounds had been patched with expert care.  Sitting not far away was a thin, elderly man, wrapped in a simple, long coat that had, at one point, probably been white, but that had been stained by dirt, food, and, most recently, a rather copious amount of blood.

     

    Markus' savior introduced himself as, simply, 'Doc'.  Over the next several years, the irascible, contentious, genius of a man would share many secrets with Markus, and eventually lead him to don the mantle of 'Doc' himself, as well as fill him with a genuine, burning desire to make the world a better place.

     

    It turned out that the original Doc had come across a large cache of BeforeTime medical texts, along with a working computer that contained hours and hours of medical instruction videos.  In 'payment' for saving him, the doctor 'claimed' Markus' life and demanded that the former brigand learn a new trade.  He would 'become as much a savior of the Wastes as his former self had been a destroyer'.  While he was healing, Markus had a lot of time for introspection (he spent months recovering and recuperating, as he really had very nearly died), and came to realize that his former life wasn't one worthy of living.  He figured that he owed his fellow Wastelanders a life for every one he'd taken.  Considering he literally couldn't remember all the people he'd killed and victimized over the years, he agreed to the elderly doctor's terms and set out to become a savior of the Waste.

     

    In his time with the old man, who's real name Markus never did learn, the former murderer learned chemistry, physiology, anatomy, and all the other skills to make one a proper BeforeTime doctor.  Eventually, the old doctor declared that Markus was ready.  In a ceremony that was half prayer, half party, and half pure Wastelands hoodoo, the elderly doctor bestowed the title of Doc on his protege.  He gave him a simple mission...serve the people of the Wastes, protect them from the mindless monsters that roamed the land, and live a good life.  And one day, when he found a worthy apprentice, pass on his knowledge.  He gifted Markus with a second tablet computer, onto which he's copied all of his textbooks and videos, as well as some tools of the trade, and sent him on his way.

     

    Markus, now known only as Doc, having shed his old life entirely, became a wandering knight of the Wastes, protecting those he came across who needed him, healing their hurts, protecting them from those who would harm them, and, generally, attempting to live up to his promise to atone for his early life of sin and death.

     

    Over the years, he's met and saved many people.  And while he's not found someone who he could fully pass on his knowledge to, he did meet the crew of a great BeforeTime metal beast. A crew who had sworn to uphold virtue and protect their fellow humans from those who would harm them.  It wasn't long before he'd worked his way onto the crew, and he never looked back.  Now he is able to practice his new trade not only on the crew itself, but all those in need that they come into contact with.

     

    Throughout their travels, Doc has heard rumors that a few others from his tribe have survived, now more brutal, if possible, but Doc has never cared to investigate, preferring to allow the past to stay buried.  Unfortunately, it seems that fate may be intervening.  Of late, the rumors have been getting more fresh, and he fears that there may, someday, be a reckoning.

     

    He can only pray that such a meeting never comes to pass.

     

  11. Here's hoping everything is ok.  I have a fair number of Spheres books, but a fair bit is pre - USoP.  Definitely need the wiki to make a character.

     

    Well, at least I can work on fluff.  😁

  12. On 5/1/2022 at 9:27 AM, Colin said:

    @Miss@Arklytte@bwatford@DarkisNotEvil

     

    I addressed a lot of the why and reasons here, in the Path to Baldr Release thread.

    Thank you for the link. I hadn't seen that post, so I appreciate it.

     

    Also, credit where it's due. Over the last couple of days, it looks like some of my concerns were addressed (and yes, I'm self aware enough to know it wasn't my concerns, in particular, but since many others seemed to have similar concerns, it's nice to see them being addressed :)). The option to change to a more 'standard' forum view is very welcome, and the landing page layout is definitely a bit easier to navigate.

     

    That said, the Games layout still leaves much to be desired (not trying to be snarky, trying to offer constructive criticism).  No matter what layout I choose, it still seems to 'bunch up', whether it be on PC, or Mobile.  It's definitely a challenge to navigate, but I'm not sure what would make it better. Perhaps a more 'folder/old school forum' interface?

     

    Either way, it will definitely require more poking and prodding on our part, as well as work on y'all's.  Thank you for being responsive and receptive, rather than simply dismissing genuine concerns. Makes for much better outcomes all round.  All of us are here because we love this site and this community, which makes us passionate. That can certainly be a good thing, but sometimes it brings out folks' inner curmudgeon, especially when change happens.

     

    I look forward to seeing how things continue to change and grow, warts, bumps, and all.  🙂

  13. 44 minutes ago, Miss said:

    I must admit- I'm (regrettably!) not really a fan of things so far. I'm guessing this is going to be a forced-change when it happens, isn't it?

    Same.

     

    My biggest issue is the fact that I feel like we was basically lied to in the BALDR preview thread. It was brought up, again and again and again, that it felt like everything we were being told was alluding to the fact that the new site was being turned into a Mobile Oriented site, to the exclusion of, and at the expense of, those of us who prefer to be on MW at our PC's.  Our concerns were shouted down by the admins (sometimes in fairly obnoxious ways), outright ignored, or we were given 'pat on the head' reassurances that the aim was for "Mobile Friendly-ness".

     

    Considering the fact that I'm, right this minute, looking at the site on my phone, my tablet, and my PC, and it looks exactly the same...that's not just "mobile friendly".

     

    I get that making the site more mobile friendly makes sense.  The regular site is pretty annoying to navigate on one's phone.  What I DONT get is why I have to put up with that exact same interface on my PC. It's inefficient, annoying, and totally unnecessary.  I dont run my laptop in portrait mode, yet the interface is clearly intended to be optimized for that view.  The menu button in the upper right corner that's handy to tap on with my finger, on my phone's small footprint, is obnoxiously annoying to use with a full monitor/mouse.  The dropdown that springs from said menu is, ironically easier to navigate with a mouse, and difficult/annoying to navigate with my finger, but that doesn't change the fact that it's still irritating, and overly fussy compared to the simple dropdowns of the regular site..

    Navigating the site has proved difficult and not even the tiniest bit intuitive (as opposed to the old site, which is simple, fast, and, yes, highly intuitive).  I'm a qualified IT guy, with multiple certifications, and decades of computer experience. Yet I've spent the last several hours struggling to navigate this site.  I could understand if I had trouble for a little while, then eventually worked out the kinks with experience, but the fact that I'm still having issues does not fill me with confidence.

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