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Arklytte

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Posts posted by Arklytte

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

    NAME/SHEETLINK

     
    “INSPIRATIONAL QUOTE (OPTIONAL)”
     

    CLASS 1 (ARCHETYPE)

    CLASS 2 (ARCHETYPE)

     
    PRIMARY ROLE
    STUFF
     
    SECONDARY ROLE
    STUFF
     
    RACE:
    AGE:
    GENDER:

     

    Appearance

    TEXT GOES HERE

     

    Personality

    TEXT GOES HERE

     

    Backstory

    TEXT GOES HERE

     

  2. Please direct all mechanical questions regarding character creation here.

     

    Also, please be sure to read the Character Creation & House Rules thread, in their entirety, before posting questions.

     

    Unlike most of my games, the rules for this game will be fairly straightforward. However there will still be a certain amount of non-standard rules...because that's the way I roll. 😁 I've done my best to answer as many of questions as I could foresee, but I know that there's no way I could have answered them all.  A thorough examination of the Rules should answer most questions, but if you need further clarification, or if I missed something, please don't hesitate to ask.  🙂

  3. Additional House Rules
     
    • Character Death: Characters will die only when they reach negative HP equal to twice their Constitution score. All other effects of negative HP still apply.
    • Leadership Feat: The Leadership feat (and any other feat/ability that mimics it) is not allowed.
    • Cantrip Feat: All Spherecasters gain the Cantrip Feat for free.
    • Multiple Spell Point Pools and/or Ki Pool: As per the Gestalt Rules characters will combine all Spell Point and Ki Point pools into one large, combined pool. These points may be used interchangeably for Spell and Ki effects as the player desires. As normal, each Spell Pool can have a separate Casting Tradition, or, if the player desires, all Spell Pools can have the same Tradition, just count the bonus SP's once for each Pool

      In addition, Ki Pools can also have Casting Traditions applied specifically to them. These will grant additional Ki Points in the same manner as a Tradition grants Spell Points. Note, however, that there are several Drawbacks that can be orders of magnitude more debilitating for Ki Powers than they are for Spell Casting (Extended Casting, is particularly hindering for anything related to physical combat).
    • Combat Stamina: We will be using the Stamina & Combat Tricks optional rules.
      If you have a martial talent that has an associated feat, you may use the combat trick for that feat.
    • Getting Weird Ability Scores to Random Things: If a class feature means you would add a second ability modifier to a save, AC, attack bonus, damage bonus, skill or anything else, you may only add an amount up to the number of levels you have in the class that granted the feature. This overrides whatever rules exist in the various classes that grant the ability, but does not override any other limits in the ability (for instance, if you are a duelist, you still need to be wielding a weapon and no shield to get the benefits of canny defence.) This rule does not apply if you are actually changing what ability score you use for something.
    • Swapping Another Ability to Damage: If you replace your Strength with another ability for the purpose of damage, unless explicitly stated otherwise in the ability, you add 0.5x the ability modifier if you would add 0.5x your Strength, but only the normal ability modifier otherwise, even if you would normally add 1.5x your Strength or more. (Obviously, if you wouldn't add your Strength at all, you can't replace it with another ability). If you're just adding a second ability score to damage, this rule doesn't apply, but the above one does.
  4.   

    Alignment Effects
    • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
    Hedgewitch Poppets
    • The Hedgewitch class ability "Poppet" (and similar class abilities) has a range equal to 1 mile per Hedgewitch Class Level.
     
    Radiation Damage
     
    Veilweaving
    • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
    • Additional Resources
      • Veilweaving Sphere
      • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
      • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
      • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
      • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
      • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
      • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.

     

  5. RACIAL ORIGINS
    As stated in the Creation Rules, above, we will be using the Spheres of Origin rules to create a custom race for your character.

    This system is still mostly new to me, as it probably is to you, but I'm slowly getting a handle on it. If you have any questions, please dont hesitate to ask, and we'll figure out the answers together. orc2.gif

    I will link all of tdhe various sections in the Origins information on the Spheres Wiki, for ease of reference.


     
    THE BASICS
    • Race: You can choose any of the Pathfinder Races for your character. However, this is simple window dressing, as your character will be completely custom made. You can still use the base race as inspiration, even recreating some of the races core characteristics. Examples of the Core Races, as filtered through the new Spheres of Origin system, are listed HERE.
    • Baseline: All PC's will use the following Baseline information when creating their character's race.
      This is all pretty basic fare, and hopefully wont cause any confusion.
      • Size: You can be Medium or Small, by default. Small characters gain the appropriate bonuses/penalties, as listed.
      • The size bonuses and penalties gained from Origin Talents will, unlike from all other sources, affect your stats.
        • Please use the mechanics listed in the Size Change Alteration Talent when modifying your attribute and skill bonuses/penalties based on size changes.
        • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
          • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
            • You may only take the Minuscule talent if you have already spent the requisite talents to become Diminutive.  This will reduce you permanently to Fine size, again with the commensurate bonuses and penalties.
      • Type: All PC's will choose one Type (most will be Humanoid, but any Type is acceptable). Players may, at their discretion, choose one additional type. This will be in addition to their base Type, and will confer no additional abilities. However, spells, abilities, and effects that affect either Type will affect the PC. Additionally, if they choose a nonhuman Base Race, their SubType will be that Base Race.

        So, in theory, the PC's may be anything from Humanoid to Humanoid/Fey (Elf) to Humanoid/Dragon (Kobold), to a Construct (Golem), or even something like an Ooze or Undead, however they choose. It's all just window dressing. That said, nothing will be assumed based on your Type. If you choose to, say, be an Undead, you will NOT gain any Undead abilities unless you take appropriate Origin Traits and, possibly, even Alteration talents/traits.
      • Speed: All PC's start with a base Land Speed of 30.
      • Limbs: Players start with two arms and two legs, as standard. This may be adjusted using Origin Talents (see below).
      • Languages: All players automatically speak Common, their native language, and a number of additional languages equal to their INT bonus.
      • Cosmetic Elements: This is entirely within the player's purview, though it should, in general, reflect your Base Race. However, the specifics of your interpretation of that base race's look is up to you.
      • Ability Scores: The PC's WILL NOT gain any additional Ability Score bonuses. These are already incorporated into your Ability Score points as outlined in the main Creation Rules post.
    • Origin Talents
      The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form)
      • All PC's gain 3 Potent Origin Talents at 1st level, one additional Potent Talent at 5th level, and one additional Potent Talent every 5 Character Levels after that.
      • All PC's gain 1 Phenomenal Potent Talent at 1st Level, one additional Phenomenal Potent Talent at 7th level, and one additional Phenomenal Potent Talent every 7 Character Levels after that.
      • 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.
      • 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent.
      • Phenomenal Talents can be used to take equivalent standard talents.
      • Players can choose any number of Variations for their character.
        • You make take the Extra Origin Talent Feat. Doing so will grant you one Phenomenal Potent Talent. This talent can be exchanged as normal, if you wish.
    • FCB: Players choose TWO FCB's for their character. They will use one FCB on each 'side' of their Gestalt, and each will advance simultaneously.

      If you have the Multitalented Auxiliary Origin Talent, you may apply your FCB's to ALL classes, on both sides of the Gestalt.

     

    Subordinates

    • If the character gains an Animal Companion or Familiar through a class feature, they may use the Custom Animal Companion and Familiar rules, modified as follows.
      • Animal Companions
        • Animal Companions may be increased to Large size (regardless of the animals original size), with all commensurate bonuses and penalties, at the cost of 1 Potent Talent (either the characters or the companions). If the player takes the Improved Familiar feat, they may increase the Companion's size to Huge, instead by spending 1 additional Potent Talent.
        • In addition to the listed Origin Talents, Animal Companions are considered to be Proficient Martial Practitioners (ie they gain 1 Martial talents every Even level). They use Wisdom as their Practitioner Modifier.
          • Animal Companions DO NOT gain a Martial Tradition.
      • Familiar
        • Familiars gain 1 additional Potent talent, or 2 Auxiliary talents for every 4 levels in a Casting class their master has.
        • In addition to the listed abilities, Familiars are considered Low Casters, with the appropriate Caster Level and Magical Talents. They DO NOT gain the 2 additional magical talents that casters typically gain at first level. The player may choose any Mental stat for their familiar's CAM.
        • Familiars gain a Spell Pool equal to their level plus their CAM.
        • Familiars gain the Cantrip Feat for free.
        • Familiars MAY NOT choose a Casting Tradition. However, they are considered to have the Somatic Casting drawback, twice. Familiars that are bound/paralyzed/grappled/otherwise unable to move cannot cast.
        • Familiar, themselves, do not get feats, but characters can take Familiar feats to work in tandem with their familiar. 3PP Familiar feats, such as Familiar Concentration are allowed with pre-approval.
      • Druid levels/Caster levels only count up to a maximum of the PC's Character Level for purposes of increases to Companion/Familiar abilities/talents.
      • Characters may give up to half of their Oath Points to their critter if they so desire, allowing the critter to take Oath Boons. Companions/Familiars may not, themselves, take Oaths for additional Oath Points.
  6. CHARACTER CREATION


    FYI: The Archives of Nethys PathFinder SRD and the Spheres of Power and Might Wiki will be the primary online sources for mechanics information for this game.
     

    No other third party sites or material will be allowed as sources.


    For those that find navigating it easier, or simply prefer it's design, they may also reference the D20PFSRD. However, be aware that no 3PP material listed on that site is allowed either (Including the material they have for Spheres, which is woefully outdated. Please use the Spheres Wiki for all Spheres content.)

    Ultimate Spheres of Power: We will be using the USoP materials, as listed on the SoP/M site.

    Spheres of Guile: We will NOT be using SoG content for this adventure. While I've started reading up on it, and I'm very much liking what I see, I'm not familiar enough with it yet to feel comfortable including it in this game. Sorry.

    Be sure to check back occasionally. I'll try to keep this thread updated with any major rules changes as things come up during the character creation process.

    Now, on to the meat of the thing...
     

    ***********************************************

    The first post of your application thread should contain the following information:


    Name: This should, hopefully, be self explanatory. orcdeb.gif

    Race: Players can be any standard PC race they wish. However, this will be strictly window dressing, and will not affect their mechanics in any way.  More information can be found below.

    Class: Please list your Classes and Archetypes, including links, for easy reference.

    Gender: Does your character have boy parts, or girl parts? Or both? Or neither?

    Age: All PC's must be at least Adults of their respective races. You are reasonably experienced adventurers, and, as such, no kids allowed. You can be older if you wish, for roleplaying purposes, however this will have no mechanical effect on your character's stats (see below for more info).

    Physical Description: A paragraph or two is all that's required, unless you really want to get very detailed. A picture is required. In addition to giving us all something to look at, I will be turning your pics into tokens for when we need maps. If you need assistance finding an appropriate pic, let me or your fellow players know. My own Google Fu is strong, as, I'm sure, are several others.

    Personality Profile: A paragraph or two that outlines the character's basic personality. Again, you can be more detailed if you like.

    Background: A reasonably detailed background for your character. It should be at least 4 or 5 decent sized paragraphs, at a minimum. Again, make it as long and detailed as you wish. I love to read good writing, and if your Muse decides they want you to write a novella, I'll happily read it. orc2.gif

    This should include the reason why you now find yourself in the town of Canismini, as well as at least a brief highlight or two of your adventuring career. At your current level, it's safe to assume you've been adventuring for at least a few years. You're no longer novices, but you're not quite storied heroes...yet. Again, it doesn't have to be a novel (unless you want it to be).

    Character Sheets: Finally, a link to your Character Sheet. You can use the Pathfinder or Pathfinder (Experimental) sheet, your choice. If you use a custom form for creation, that's fine (and a link would be helpful, but isn't required), but by decision day, all relevant info will need to be on a standard MW sheet.

    If you have a preferred application template, please feel free to use it. If not, I have created a simple Template IN THIS THREAD. Just copy the Source into the Source of your own post, save it, then you can edit it as you wish.

     

    If you'd like to try something a bit snazzier, @bwatford has created some pretty slick templates for applications (among other things) IN THIS THREAD. Feel free to use one of his if you wish, though make sure to thank him for his hard work as well.

    Or, if you'd rather, you can simply include all of the required information in paragraph form. My primary concern is that the information is available and in a format that makes it easy for me to read.

     

    ***********************************************

    Character Creation Specifics


    Race: As noted, PC's can be any PC race they choose, as this will be, essentially, fluff, since you will be customizing your characters mechanics. Please see the Racial Options post, below, for more information.

    Stats: Rather than use the Standard Pathfinder Point Buy, all characters have a pool of 30 points which can be divided up amongst your stats as you please, on a 1:1 basis. You will not gain any additional points from class, race (Origin), magic items, Level Advancement, etc. All stats start at 10, and cannot go above 20. If you have a class feature that increases one or more stats, take a bonus feat for each stat so increased (so if a class gave you a bonus to 'All Physical Stats', you would gain 3 bonus feats).

    NOTE: Temporary bonuses to stats (such as from talents like Physical Enhancement, and similar) still work as normal, as will Attribute Points gained by from the Enhanced Attributes Oath Boon.

    (NOTE: This is shamelessly stolen (though slightly modified) from @Zannewmar L20 game that I was playing in before my hiatus. *Hat Tip, Z! I only steal from the best. 😄*)

    Gestalt: Characters will be built as Gestalt using 'standard' PF Gestalt rules, with a few modifications - See below.

    Level: Characters will start the game at Level 5. Depending on how things go, I could potentially see the PC's going up 1-2 additional levels. The challenges will be commensurate with this. Level ups will be by milestone, not XP.

    Class: All Spheres Classes and Archetypes are available, as are all archetypes for Vanilla classes (unless noted otherwise). Classes (on the main Spheres Wiki page) marked 3PP (Reaper; Necros, etc) are allowed, but Archetypes for base classes that are not allowed (ie the Epoch Walker Soulknife Archetype), are likewise not allowed.

    The Trinity Angel and Trinity Knight PrC's are specifically disallowed.

    Multiclassing is allowed, but please keep it to no more than 2 classes + 1PrC per Side. For PrC's, all prereqs must be taken on the same side.

    Vancian Casting is strictly disallowed. If you choose to play a Vanilla class that has Vancian Casting, you must either choose a Spheres casting archetype, or an archetype that removes Vancian casting altogether. There are no exceptions to this rule.

    If you somehow gain a class feature that is Vancian, then you simply retain it and it works as normal. Trying to convert SLA's to Spheres is headache inducing. Orctwitch.gif

     

    Advanced & Legendary Talents: Are allowed without restriction, so long as you meet the necessary prerequisites.


    Variant Multiclassing: Is Allowed

    Custom Martial, Casting, and Unified Traditions: Are all allowed. If you cannot find a Tradition that fits your character, then feel free to create a new one (or tweak and existing one). All Custom traditions will need to be requested/approved in your character thread. Custom Traditions must have a conceptual theme, as well as a smallJust a few lines are fine., fluff writeup which fits the character's backstory.

    If both sides of your Gestalt would entitle you to a Martial Tradition, instead, take 2 Equipment talents of your choice for the second tradition.

    Feats: Characters gain one feat per level, PLUS an additional feat at first level.

    Cantrip Feat: All Spherecasters gain the Cantrip Feat for free.

    Combat Stamina: All characters who have Full BAB receive the Combat Stamina feat for free. Additional Combat Stamina feats may be taken as normal.

    Feat Taxes: We WILL be using the Feat Tax rules. If you gain a feat from a class feature that you would get for free through the Feat Tax relief, you may choose another feat of the same type (General for General, Combat for Combat, etc).

    NOTE: Improved Unarmed Strike and Improved Grapple are combined into the following, single feat.

    Unarmed Combatant

    You are skilled at grappling and fighting while unarmed.

    Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

    You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

    Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

     

    ADDITIONAL FEAT TAX RULES

    Shamelessly stolen from @Llyarden (then slightly modified). Like I said, I only steal from the best. 😉

    Agile Maneuvers: Still Gone. However, a character may add their DEX to the CMB if they’re wielding a light or finesse weapon, otherwise they use STR, as normal.

    As noted, Improved Unarmed Strike and Improved Grapple are merged into one feat and renamed Improved Unarmed Combatant. Monks, and other characters with special unarmed strikes, do not gain Improved Unarmed Combatant; they retain the benefits of Improved Unarmed Strike (even though that feat no longer exists) and their normal unarmed strike abilities.

    Any feat that previously required Improved Trip/Disarm/Dirty Trick/Reposition/Steal can be qualified for using Deft Maneuvers, and any Int requirement for such a feat can be replaced with a Dex requirement of the same value. (Any ability that would let you qualify for combat feats with another ability score instead of Int, or treat your Int as a certain value, still functions normally.)

    Any feat that previously required Improved Bull Rush/Sunder/Drag/Overrun can be qualified for using Powerful Maneuvers.

    You can qualify for feats using a talent that was associated with a feat that no longer exists, but you can only treat the talent as the original feat, not the merged one (for instance, you could qualify for Kitsune Style or Graceful Steal using the Improved Grifting talent, but not Topple Foe, even though Improved Trip, Improved Steal and Improved Dirty Trick are subsumed into Deft Maneuvers)

    If you have a natural attack, you qualify for feats and other abilities as if you had Improved Unarmed Strike (even though that feat no longer exists). If you have a special ability like grab or trip that allows you to make a combat maneuver after an attack without provoking, you qualify for feats and other abilities as if you had the appropriate Improved Grapple/Trip/etc feat (even though they no longer exist.)

    If you have a weapon-specific Style feat that you would innately qualify to use with a group of weapons (that is, without the feat tax rules), you count as having an appropriate Weapon Training with those weapons for the purpose of the Weapon Style Mastery feat. (A swashbuckler with swashbuckler weapon training could thus take Weapon Style Mastery for use with Swordplay Style, a 5th-level monk could take Weapon Style Mastery for use with Ascetic Style, etc.)


    Skills: We will be using the Background Skills rules.

    Traits: All characters gain three Traits and may take a fourth by taking a Drawback. Two Traits can be traded for a Feat, if the player so desires, though this can only be done once.

    Campaign Traits are NOT allowed, nor are 3PP traits, unless they come from the Spheres wiki.

    Favored Class Bonus: See Racial Origin post, below

    Hero Points: I am rather fond of Hero Points, encourage their use, and tend to award them often. All PC's will start the game with 3 Hero Points, and can have a maximum of 10 at any given time.  Hero Point feats are likewise allowed.

    SPHERES: The Leadership, Pilot and Tech Martial Spheres, as well as the Conjuration Magical Sphere are specifically banned, as is the Leadership feat. Beastmastery is allowed, but you are limited to a One Familiar and One Animal Companion TOTAL.

    Alignment: Dont like it, dont use it, couldn't care less about it.

    Mechanically speaking, disregard all Alignment based powers and abilities as well. If a talent has an Alignment component, but otherwise has non-alignment related abilities, the Alignment based ones are disregarded but the talent otherwise works as normal. If one of your classes has an alignment restriction (ie Paladin), then I will expect you to create/borrow a Code of Conduct and follow it.

    Hit Points: Max for all levels.

    Guns: No Capes!...err...sorry. No guns. orcdeb.gif

    Cash, Moolah, Scratch, Chedder, etc:

    • All PC's start the game with the following equipment
      • One +2 Weapon or Implement of choice
      • One +2 Armour or Shield of choice
        • If the PC does not use Armour or Shields, they may instead choose a second +2 Weapon or Implement.
      • IF THE PC DOES NOT USE WEAPONS/IMPLEMENTS OR ARMOUR/SHIELDS AT ALL, I WILL WORK WITH THE PLAYER TO CREATE APPROPRIATE CUSTOM ITEMS/
      • 5000 GP that they can spend on any additional equipment they wish.
        • This additional GP can be spent in any combination the player wishes, up to and including spending it all on a single item, if they so desire.
        • This additional GP can be used to purchase 'flat cost' enhancements to your free +2 Weapons/Implements/Armour/Shields.
          • This includes Special Materials
        • Note that this is actual cash, so any unspent money will be carried as coinage to be used during the adventure.

     

    Pre-Game Crafting: Is NOT allowed.  There will, most likely, be time during the game to craft items.  If Crafting becomes a factor, we will use the Alternate Crafting Rules

    • Alchemists will still be able to create their daily allotment of potions, lotions, and unguents. But they wont be able to have created any permanent items. Any such items available will be assumed to have been used pre-adventure start.

    Mundane Gear: At 5th level, I'm not going to nitpick about your character's having any mundane gear they might need. If a MUNDANE item is 15GP or less, you can have as many of them with/on you as you wish, and not have to pay for them out of your initial 5000 GP.   If you have a reasonable means of carrying it (Extradimensional Storage; Shadow Stash; a mule; or just a really big backpack), and it's not silly (ie no carrying around 500 10' poles, unless you have a REALLY good explanation 😄), you can simply assume you have it with you, and dont need to record it on your sheet until you actually use it.

    Oaths: All PC's will receive free Oath Points that they may spend as they wish. PC's will start the game with 5 Oath Points (1 OP/Character Level). As you level up, you will gain additional points, and may retrain any number of Oath Points whenever you level up.

    Additionally, players may take up to 5 additional points worth of Oaths, should they wish. The Oath of Poverty, Oath of Offerings, and Oath of Wardenship are specifically disallowed, as are the Esteemed Leader and Improved Aristeia Oath Boons. Note that, if you do take additional oaths, it will come up during play. After all, a disadvantage that isn't a disadvantage isn't really a disadvantage. orcevil.gif

    Oath Boons: The following Oath Boons are available for players to choose, in addition to the standard ones.

    • Fated Birth (Ex) (1 point): Some circumstance of your birth held special significance and has influenced your life in subtle ways ever since. Choose one basic (non-advanced) motif from the Fate magical sphere. You are under the effects of that motif permanently as a Supernatural effect, using your character level as your caster level. You cannot discharge this effect. If the chosen motif has an effect that changes or replenishes when cast, consider it to be cast again whenever you rest to regain spell points.

      This Boon may be taken up to three times, representing either astrological, spiritual, or aetherial significance.
      • Snarl The Weave: This General Feat allows you to discharge your Fated Birth motif in the normal manner outlined in the Fate sphere.  Once Discharged, the Fated Birth Motif is inactive until you rest for 8 hours.
    • Incredible Metabolism (1 point): You gain the Endurance feat as a bonus feat. You may add your Endurance bonus to saving throws against poison and disease. You require only half as much food or water as normal for your size, and can be fully rested with only 4 hours of sleep.  This counts as 8 hours of sleep for all purposes requiring 'daily rest'.

      • If you also have the Quick Rest Origin talent, you no longer need to sleep.  However, you must meditate in a quiet, restful environment for 1 hour to regain spell points. However, you are fully aware during this rest period and suffer no Perception penalties.

        • Having both of these abilities (Quick Rest & Incredible Metabolism) allows you to rest to regain SP/other daily effects TWICE in a rolling 24 hour period, rather than once.

    • Keen Senses (1 point): You gain Darkvision 60' (or add +30' to existing Darkvision).

      • You quadruple the distance you are able to see in fog, mist, smoke, etc. (usually from 5 ft. to 20 ft.).

      • You gain Perception as a class skill, and if you have 5 or more ranks in it, you gain its skill unlock.

        • If you have at least 10 ranks in Perception, you reduce all range based penalties to Perception by half.  This applies to Range Increment penalties as well.

    • Quick Recovery (2 points): You remove nonlethal damage equal to your character level each round.

      • Whenever you are healed hit points by any spell, magical/alchemical item, or by an application of the Heal skill, you regain additional hit points equal to your character level plus your CAM/PAM (whichever is higher).

        • Note that Fast Healing, and other continuous effects like it, do NOT trigger Quick Recovery. It must be a specific, discrete act of healing, as from a spell/item/skill.

    • You may trade one Feat for two Oath Points. This can be done up to 5 times, for up to an additional 10 Oath Points (this counts towards your additional 10 point maximum). You may not use bonus feats, regardless of source, for this trade. If you do this, you are NOT allowed to take the Bonus Feats Oath Boon.
    • The Bonus Feats Oath Boon is modified, as follows: Note that if you take this Boon, you are NOT allowed to trade any feats (at all) for bonus Oath Points.
      Oath Points Bonus Feats Gained
      1 Oath Point 8th, 16th
      2 Oath Points 6th, 12th, 18th
      3 Oath Points 4th, 8th, 12th, 16th, 20th
      4 Oath Points 3rd, 6th, 9th, 12th, 15th, 18th
      5 Oath Points 2nd, 5th, 7th, 10th, 12th, 15th, 17th, 20th
    • The Bonus Talents Oath Boon is modified, as follows:
      Oath Points Bonus Talents Gained
      1 Oath Point 7th, 14th, 20th
      2 Oath Points 4th, 9th, 14th, 19th
      3 Oath Points 2nd, 6th, 10th, 14th, 18th
      4 Oath Points 2nd, 5th, 8th, 11th, 14th, 17th, 20th
      5 Oath Points

      Every even level.

  7. 20 hours ago, bwatford said:

    @Sorithar best practice would be to find a break point (chapter, etc.) to move the game over to Baldr.  The old game thread on OGMW will always be available in some format going forward, even when OGMW is put to rest which will be at least a year or so after the full switch over from what I understand.

    That way you have a clean break to move the game, of course your players will need to rebuild character folders and the like here. I would keep what you copy/paste here to a minimum of what is needed to continue play and just link to the old content on OGMW where needed.

    Something like a PDF of an individual thread that we could then attach to an OGMW archive post in our migrated games.  Obviously individual GMs could set up something that suited them in their own games.  But I would imagine exporting threads to PDF would, I imagine, probably be a fairly simple solution.  We wouldn't be able to edit it, of course, but we could copypasta individual posts if we wanted.

     

    Its a thought, anyway. 🤷‍♀️

  8. Doc will create the following Alchemical Items during the group's crafting time.

     

    For the Greenwooders: Doc will spend 2 hours making Stable Panacea Formulae and another 4 hours making Stable Salve Formulae.  He can create 4 Stable Formulae per hour, so the net result is 8 Panacae and 16 Salve. 

    • The Panacea (DC 40) will cure the following conditions: Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.
    • The Salve will heal 3d6+52HP, and any HP over the maximum become Temp HP that last for 6 hours.

     

    This will cost Doc 360 GP and the Greenwooders 360 GP (Cost per Dose is 60GP; 1/2 for crafting is 30GP; split between Doc and Greenwooders 50/50. Actual resale value (if it becomes an issue) is 120GP, due to Profitable quality of Alchemical Lab)

     

    tl;dr: 8 Panacea; 16 Salve for Greenwooders; 'cost' to Greenwooders 360GP

     

    For Doc/The Crew:  Doc will use one of the remaining two hours to create 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All are the Improved Alchemy versions, created at DC 55).  Effects are as follows:

    • Acid Flasks: 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
    • Liquid Ice: 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)
    • Sneezing Powder: 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
    • Tanglefoot Bag: 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

    Doc will use his last hour of crafting time to make 4 Delayed Fireballs. Creation DC 55. Effects as follows:

    • Can be lit/thrown into any square w/in 60' that is unoccupied and can support an object, no attack roll needed
    • 1d3 rounds after being thrown, the delayed fireball detonates, dealing 5d6 bludgeoning and 5d6 fire damage in a 20 feet burst. A DC 16 Reflex save halves this damage.

    This costs Doc an additional 360 GP

     

    tl;dr: Doc creates 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All Improved Variety); and 4 Delayed Fireballs

     

    Doc does not need to roll for creating any of these Formulae. He can (and is) Taking 10 on all 'rolls', and with his various bonuses that allows him to hit DC 55 (56 technically).

  9. The Trading Post

    https://i.imgur.com/F0Z6wQ2.jpg

     

    The sextet of Hunters, plus one tiny, highly animated mini-beholder, quickly broke contact with the undead horde, and their floating, unliving monstrosity of a master. They made their speedy getaway, by various means, to the north of the trading post, and were almost immediately able to lose themselves in the wide, lush grasslands that abutted the small village. Unfortunately, they were, despite their incredible speed, relentlessly pursued by the ever more rapidly expanding Portal.

    The whole time, Anima, who was still firmly affixed to Nivel's shoulder, continued to urge them on every time they tried to stop. The initial estimate by Cryoleptus, of a single furlong, proved to be entirely inadequate, as, within seconds, that limiter was blown away by the multiplicative increases in the expanding ring of the Portal event horizon, as well as the terrifying, all consuming darkness that was at it's center.

    Before the group had gone more than a few seconds, the sphere had expanded to such a degree that the trading post, as well as it's entire compliment of comparatively slow moving Zyclops, not to mention the frozen and encased in stone Death Tyrant, were reduced to so much cosmic dust...and still the Portal and Sphere advanced.

    Adrenaline pumping through their veins, the Hunters poured on the speed, sprinting, leaping, and flying away to the north, all the time urged on by the high pitched, frantic voice of a small, seemingly helpful, little abomination.

    Just as it seemed that they'd finally outrun the electric, nullity fueled death that was chasing them, two members of their team had a horrifying vision rip through their consciousness. Devlin, happening to glance over his shoulder as he sped away saw a massive burst of temporal energy suddenly pour forth from the center of the inky black sphere. Alternate timelines literally ripped their way into the Now, each one beating on him in waves of pure psyhic agony. Agony that was, to a lesser extent, both through their own various abilities to affect Time, as well as Monique's spell that was currently allowing them to slip more efficiently through Time's Stream, shared by all the other Hunters. Such was the extent of the raw, horrifying power, that it nearly drove them all to their knees, and it was only through sheer will that any of them were able to continue moving.

    Worse still, however, was the sight that lurked in the center of that maelstrom of chaotic, collapsing entropy...a sight that, fortunately for five of them, only one of their number could discern. To Monique, it looked as though the sky itself had been rent asunder. From the boiling chaos at the heart of the null sphere, a mass of what appeared to be snarled, tangled 'threads' appeared. Threads which were shattered, shredded, and then stitched back together by a madman, all in the space of a single heartbeat.

    A massive pulse of pure, raw, causal quintessence ERUPTED from the center of the sphere. The snarl of 'threads' was, for that tiny picosecond, etched on the retinas of all and sundry, and then everything evaporated in a blaze of blue-white, actinic light, as the lightning laced edge of the portal swooped over them all, moving faster than they could possibly react to.

    Darkness swallowed them, and their worlds were reduced to snippets...shards of raw, unadulterated agony. It felt like the very foundations of their lives...their immortal souls...were torn apart and scattered on the Astral winds. For a timeless time, the six...no...the seven...drifted in a sea of pure pain. Pain that existed on a soul deep level, pain that drove them all to the brink of madness...and beyond.

    The seven passed out of all seeing.

    Out of all knowing.

    Out of all sensing.

    Until only the agony of their tormented souls remained...

    .

    .

    .

    .

    .

    .

    .

    .

    .

    .

    .

    ...Surcease.

    From somewhere within, the Seven felt...peace.

    A balm, spreading over their spirits, over their consciousness, soothing away the pain. Dulling the memory of it, and staving off the insanity that it's near continuous touch had inflicted.

    A mingling, myriad of voices, a seven part harmony, flowed through the aether.

    A grand note THRUMMED through each of them, as though the cords of their souls had somehow been plucked by the world's most expert harpist.

    And without warning, the seven found themselves whole and hearty, standing on a cliff overlooking the sea. The air was calm, peaceful, with the first hints of a freshening sea breeze coming off the ocean. Birdsong came from the nearby trees, and the sound of insects and other small animals drifted on the breeze.

    Just ahead of them, a large cabin sat, it's walls weathered by salt and wind. It was abutted on two sides by a small, rough stone wall, and a small garden sat off to one side, as well as multiple flower beds. A stovepipe poked up from the roof of the cabin, but no telltale hint of smoke indicated that the place was currently inhabited, and no light shone through the large windows.

    Tuimage.png.dd0fad3ef6b77038b32cafe019481fdc.pngrning in a complete circle, the Hunters, as well as their mini-beholder companion, who was still attached firmly to Nivel's shoulder, could see that they were surrounded on three sides by the ocean. The cabin on a cliff was at the northernmost tip of a spit of land that extended into the water for nearly a mile. Looking about, everything seemed normal. The landscape was peaceful, almost idyllic, rolling grasslands, dotted by the occasional copse of trees or field of wildflowers. The nearby cliffs appeared to be some type of pale, grey granite, and were home to great clouds of seabirds and other wildlife.

    Far to the South, however, things had changed...and not for the better. A few miles away, presumably the location of the former Guild trading post, there was...nothing. Nothing except the sea. It was as though the hand of a deity had reached down and scooped up the entire center of that part of the eyeland, and into the resulting hole had rushed uncountable gallons of seawater.

    The missing land appeared to be the bottom half of a sphere...the upper half simply being the air...approximately a mile across. Combined with the natural bay that had already existed in the area already, it rather cleanly cut that part of the Oculus Isle in two.

    The sight was both awe inspiring, and more than a little terrifying.

    Stopping to take stock in themselves, the seven felt...strange. Each of them could feel, deep within themselves, that a new wellspring of might had opened, deep in their souls. Power unlike anything they'd ever experienced filled them to overflowing...literally. As they all looked about, each could see little whorls of energy, tiny firefly flickers of light spinning and dancing around their companions. Their eyes, including all eleven of Anima's, sparkled with power, visible even in the early morning light.

    The very air around them hummed with the promise of a new beginning. 


     


     

    OOC Info

    Congratulations!!

    You have officially survived not only your first combat, but you are all now Mythic characters. I know this is a big surprise, but it's something I planned from the very beginning with this game.  I always intended this to be more than just a 'Bug Hunt' adventure, and this is part of it.

     

    Here's hoping I can do justice to the plans I have floating around in my brain.  😄

     

    Please check out the Character Creation Thread (last post) for information on your new Mythical Abilities.

     

    ENJOY!!!

     

    Roll20 Link
     

    Anima

     

    • The new little beholder, self identified as Anima, who is currently hiding behind Nivel, appears to be a normal beholder in every way, only it's the size of a basketball.  It's a Tiny creature, roughly 1' across, and it's eyestalks are of commensurate size (about the size of an average person's pointer finger).  IN all other ways it appears to be a standard beholder, but, as indicated, it's legitimately kind of cute.
      • Anima's voice patterns are similar to Dobby the House Elf from Harry Potter...if you're not familiar with the Best Elf Ever™, then check out This Video on YouTube
      • The tone of Anima's voice is basically identical to Navi from Legend of Zelda (the annoyingly cute little "Hey, Listen!" fairy)

     

    Initiative Order
     

     


    Lyrican HaverFannyPacks

    These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available.

    Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears.

    While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise.

    The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.

     

    Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.

     

    In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).

     

    Combat Info

     

     

     

     

     

    Nonlethal Portal Damage
    • The Nonlethal Damage from the initial Portal teleport is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours.

     

     

     

  10. Mythic Transformation

    ScEYEons of Fate

    You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more.


    You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below.

    You gain the Base Mythic abilities, with the following modifications.
    • Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every tier. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next tier, and vice versa.
    • Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier.
    • Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points.
    • Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc.
    • Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells.
    • Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well.

    In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously.
    • Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery.
    • Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list.
    • True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability.


    All characters gain the following Mythic Tradition.
    This Mythic Tradition may not be modified in any way.

    Mythic Drawbacks

    • Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.

      This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier.
    • Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
     
    Mythic Qualities
    • Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.

      When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.

     

    Ability Increase Damage Per Round
    2 1
    4 4
    6 9
    8 16
    10 25
    12 36
    14 49
    16 64
    18 81
    20 100

     

    • Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul.

      Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action.

      Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover).

    Mythic Boons

    • Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.

     

     

     

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

    Steel Shepherd

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

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

    Doc glanced over at the rest of the Crew when they started to gather.  Nodding to Det to let the engineer know he'd seen her wave, Doc quickly wrapped up his story.  Gently, he lifted the little girl in his arms and handed her off to her father.  He looked around at the crowd and spoke softly.  "Sorry, gotta go speak with the rest of the crew. There are decisions to be made, and I need to be part of them.  But if anyone needs anything, medical wise, y'all just come get me, hear?"  With a gentle smile, Doc rose to his feet and made his way over to the rest of the group gathered around Lysandra.

     

    Coming around the back of the vehicle, Doc stopped dead in his tracks.  "Mother of God!" he breathed.  "That's a Before Time biopod."  He spotted Det, already moving forward, and grinned wryly as the woman immediately began to poke and prod the guts of the thing.  Moving up to stand beside her, Doc pressed a few buttons on the control panel, calling up a listing of the plant's current conditions.  He listened with half an ear to the Greenwood leader's explanation, nodding along at various salient points, all the while, never taking his eyes off the miracle in front of him.

     

    When Lysandra finally wound down her story, Doc nodded, glancing at the rest of the group for just a moment, before returning his gaze to Bob.  His voice, when he spoke, was soft and reverent.  "You cant even imagine what this could mean to...well...all of us!"  He gestured around at the Waste outside the walls of the warehouse.  "Every year, the Blight spreads, killing more and more of our soil, driving us closer and closer to extinction.  And, it's not just plants, you know...My old Master, he was a real scientist, he studied the same thing, only it was aimed at animals."  He nodded to Lysandra.  "The Blight is killing off species left and right, driving them out of their habitats...literally turning them deadly to normal wildlife...and replacing them with tainted monsters.  Everything about the Blight is harmful to native species."

     

    Reaching into one of the many pouches that were hung from the many straps criss-crossed over his body, Doc pulls out a couple of glass phials.  One held a few grams of deep purple dust, and the other, several bright, lime green crystals.  "My old Master, he distilled these from various Blight plants. Said he'd never seen, or even heard of anything like them.  And he had access to Before Time texts." Doc grinned, a death's head rictus, "They're utterly inimical to normal fauna, including humans.  And it's getting worse all the time.  Noone, except in the most extreme circumstances, has ever been able to significantly drive back a Blight infestation."  He shook his head.  "Sure, occasionally some group will be able to halt the spread, in a small area, for a time, but no matter what we do, it just keeps spreading."

     

    Turning back to Bob's container, Doc pointed at the plant.  "But this...if food can be safely grown in Blighted soil.  If...Lord willing...it could somehow be adapted to push Blight back...it would mean that humanity would have a fighting chance to take our world back."

     

    Sweeping his gaze around to the rest of the Crew, Doc couldn't help but smile.  It was grim, and there was an element of genuine sadness, not to mention anger, in it, but it was still a real smile.  "Lysandra, no matter what happens, I am 100% committed to helping you reach that train.  I would never presume to speak for the rest of the Crew, but, for myself, I swear to you, on my life and honour, to do everything I can to help you complete this mission."

     

    Having said his peace, Doc once more returned his attention to the botanical miracle that was Bob, half paying attention to Det and what she was doing, and the rest of his attention focused on the continuous scroll of information currently reeling off on the small screen of the biounit's control panel.

     


    OOC Stuff

    Catching up.  Sorry for taking so long.  🙂

     

    Will post more in the Discord about plans for crafting.

    _________________________________________________________________________

    A couple things of note:

         Everyone (including Jana, Zuki, and The Tank) has their daily War Paint applied. 

              Jana and Zuki have Blue (+15' Speed) and The Tank has Green (+2 rounds to Morale bonuses)

         Included in the Paint is a daily Inoculation that renders you immune to being caught in the AOE of any of Doc's Alchemical concoctions (Formulae and Toxins) and Material Impositions.  Note that this includes both effects AND damage. 

         In addition, this will 'heal' you for 50HP worth of damage, which will become Temp HP.  The Temp HP will last 6 hours, and Doc will renew it as needed during the day.

              This counts as one daily use of Doc's Medical Training - He can heal each PC 6x/Day in this manner (among a whole bunchaton of other ways :D).

         All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 5 different effects in a single shot.  Once taken, these effects last for 1 hour.

         Each dose gives the following benefits:

                    Heals the drinker for 50HP (Note that this only works on those who have received a  daily Innoculation from Doc (the Crew + 1 other (currently Jana)).

                               ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS

                    +3 to save vs Emotions

                    +2 to your next save (lasts until used or time limit expires)

                    +3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'

                    +3 vs Sleep effects. 


     

    Combat Mechanics

     

    ___________________________________________________

    TANK EFFECTS

         +2 Resistance to Saves whenever Doc is driving

         +2 Natural AC whenever Doc is driving

         If Doc has Martial Focus, Tank ignores Difficult Terrain

         20% Miss Chance vs all Attacks (Moving Target)

    ___________________________________________________

    TEMPORARY EFFECTS

         STUFF GOES HERE

         HERE TOO

         ALSO HERE

         ETC

    ___________________________________________________

    COMBAT ACTIONS

         Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.

         Doc will use both his Standard and Move actions to move the tank.  The Tank's total speed this round is 110'

     

         Doc will turn the tank in a modified 'snake' shape, as indicated by the BLUE LINE on the map. Ghost Tank has been moved on the map to reflect current location/orientation.

         Since Doc is making multiple turns, he only pays the turn cost (5') for the last turn, so the total movement is 105'.  His Profession (Pilot) skill is +23, so he automatically makes the DC 20 check.

     

         NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

     

         He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

              Note that Doc has taken this talent twice, so it works against Melee attacks as well.

     

         Doc also has Unimpeded Positioning and his personal Martial Focus, thus he ignores Difficult Terrain and will be able to move the tank at full speed, even off road.

     

         Doc has the One With The Machine custom Oath Boon.  This gives the tank +2 Natural Armour and +2 (Resistance) to all Saves.

     

         Docs Improved Sneezing Powder Formulae remains active for the next 4 rounds.  This is indicated by the Orange Circle.  The Orange Dot is the point of impact.  Everyone entering the circle will need to make a DC 18 FORT Save. 

         Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save.  Making their save immediately ends the effect.

         This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.

     

         Additionally, the Green Square on the map is the Drowsy Toxin, and will remain active for 3 more rounds. 

         The Toxin must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

         All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
     

         Doc will use a Swift Action to Aid Another on himself, adding +4 to his Profession (Piloting) skill.

    ___________________________________________________

    ACTION ECONOMY

         Free Action: - Have various conversations with different crew members

         Free Action: - Regain Martial Focus via Mobil Focus

         Immediate Action: -

         Swift Action: - Aid Another on Self (+4 to Piloting)

         Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

         Standard Action: -

         Full Round Action: -

         5 Foot Step: -

     

    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 (3 + 1 Healing)

    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

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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 (2)

    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; Healing))

    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

     

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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
     

    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

     

    DAILY TEAM BUFFS

         Maintenance: Improved Firearm (Needler x2)

    Railgun: x3 range increment of firearm (30'). Can fire underwater.

         Speed Level: Lower reload time by 1 step (to Move Action)

    _________________________________________________________

    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: 52

    Primary Martial Focus: Yes

    Secondary Martial Focus: Yes

    Current Honour: 23

    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

     

    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

          ____________________________________________________________________________

    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)

              Free Action to reload

         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

    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

     

     

     

    ____________________________________________________________________________

    Downtime Crafting

     

    Doc will create the following Alchemical Items during the group's crafting time.

     

    For the Greenwooders: Doc will spend 2 hours making Stable Panacea Formulae and another 4 hours making Stable Salve Formulae.  He can create 4 Stable Formulae per hour, so the net result is 8 Panacae and 16 Salve. 

    • The Panacea (DC 40) will cure the following conditions: Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.
    • The Salve will heal 3d6+52HP, and any HP over the maximum become Temp HP that last for 6 hours.

     

    This will cost Doc 360 GP and the Greenwooders 360 GP (Cost per Dose is 60GP; 1/2 for crafting is 30GP; split between Doc and Greenwooders 50/50. Actual resale value (if it becomes an issue) is 120GP, due to Profitable quality of Alchemical Lab)

     

    tl;dr: 8 Panacea; 16 Salve for Greenwooders; 'cost' to Greenwooders 360GP

     

    For Doc/The Crew:  Doc will use one of the remaining two hours to create 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All are the Improved Alchemy versions, created at DC 55).  Effects are as follows:

    • Acid Flasks: 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
    • Liquid Ice: 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)
    • Sneezing Powder: 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
    • Tanglefoot Bag: 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

    Doc will use his last hour of crafting time to make 4 Delayed Fireballs. Creation DC 55. Effects as follows:

    • Can be lit/thrown into any square w/in 60' that is unoccupied and can support an object, no attack roll needed
    • 1d3 rounds after being thrown, the delayed fireball detonates, dealing 5d6 bludgeoning and 5d6 fire damage in a 20 feet burst. A DC 16 Reflex save halves this damage.

    This costs Doc an additional 360 GP

     

    tl;dr: Doc creates 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All Improved Variety); and 4 Delayed Fireballs

     

    Doc does not need to roll for creating any of these Formulae. He can (and is) Taking 10 on all 'rolls', and with his various bonuses that allows him to hit DC 55 (56 technically).

     

     

  12. The Trading Post

    https://2.bp.blogspot.com/-Xo5hLKqk4ew/WiR9p5ObpgI/AAAAAAAAEo4/uWUi_JUIHIodaYuGR_NOw6ZMn6-dB_eNgCLcBGAs/s1600/Frontier Ghost Town.jpegCyclops Zombie

    The chaos that surrounded the Hunters continued, even as the six did their best to organize themselves and beat it back.

    The portal continued to thrum and hiss, and the traces of lightning that demarked it's event horizon grew with each passing second. A great tearing sound ripped through the air, and the portal, with it's accompanying inner sphere of absolute, matte blackness, grew by another huge margin, at least doubling in size. Such was the speed of the portal's spread, Yukito, who was closest, was nearly caught by it's unexpected speed. To the point where one of the many arcs of lightning brushed, barely against the sole of his boot as he rocketed away. And though he didn't suffer any direct, physical harm from the contact, his entire foot, halfway up his calf, went almost completely numb, and was filled with a horrible pins & needles feeling that traveled up and down the affected limb.

    Fortunately, his ability to fly made the functionality of said foot, for the moment, moot. Which was a good thing, as he briefly stopped and, with an exercise of his nature control powers, the swordsman encased the giant floating spherical monster, itself encased in a spherical shell of ice, in yet another layer, this one of dark, sandy stone. After that brief exercise, Yukito bolted away to the north, rapidly moving towards the edge of the small settlement.

    image.png.63159634c00f13865ea9e772d3779f7b.pngEven as the swordsman was hurtling northward, a burst of icy blue light flashed out, right where he'd initially been hovering, and struck the bevy of Zyclops that were, even now, attempting to follow and attack the fleeing, flying Hunter. At the same time as the ray struck, locking the group of undead in place, the leading edge of the Portal flashed forward, slamming into the entire group of former residents, and dropping them where they stood...marionettes with their strings thoroughly cut. Simultaneously, several bolts of black lightning swirled up and around the perimeter of the Portal, then lashed out, into, and through the doubly encased undead Beholder. More screaming ensued from within the coffin of icy stone, but it was more muffled. As before, several beams of black light blasted outward, some striking the ground nearby the Hunters, the various roaming Zyclops, and the occasional building. The majority, however, simply flashed harmlessly into the air.

    One unfortunate side effect of this, however, was that the edge of the Portal also encountered the icy results of Cal's spell. Another bolt of black lightning, fortunately, much smaller than the ones that had been impacting the Death Orb, arced across the empty space, and slammed directly into the racing beholder-mage. In a strangely lucid moment, even as the pain was arcing through his body, he realized that the 'damage' from the black lightning blast had a nearly identical feel to the pain that his casting normally caused. Not that that stopped the pain from nearly debilitating him...but at least it was a familiar agony.

    The 'hiccup' that had taken hold of the Zyclops but a moment before was repeated, but this time it lasted nearly a full second, and presented the perfect opportunity to the Hunters...an opportunity which they capitalized on.

    Monique, calling on the spirits who aided her, let loose a massive burst of positive, life giving energy. Several of the Zyclops simply dropped in their tracks, their bodies breaking out in a coruscating aura of black fire that seemingly tried to fight the positive energy flooding them, but, ultimately, failing, as the necromantic energy keeping them moving failed in the favor of the healing power that the scholar sent forth.

    Unfortunately for her, however, just like Cal, and Nivel before her, the energy matrix of Monique's spellcasting interacted a tad too closely with the unstable, whorling energy of the Portal, and sent a blast of power back into her core. And while it didn't stop her from moving, the pain was utterly horrendous, leaving her gasping for breath far more seriously than her simple run did. Of equal pain was the fact that the bolt, after ravaging her core, snapped a smaller, but no less potent, arc of energy into her elemental creation, causing the creation to crumble into it's constituent parts, leaving a large pile of rubble in the center of the town.

    Devlin, meanwhile, had spun around and was attempting to deal with the two...now one...Zyclops bearing down on Cal. He sent illusory decoys to cover most of his compatriots, even as he attempted to deal with his foes. His initial burst of action, about to be aimed at the former shepherd, was interrupted by Monique's blast of light power, which sent the Zyclops crashing to the ground. Reacting with supernatural quickness...and aided by a little tickle in his hindbrain...a warning by an alternate timeline 'him', perhaps...Devlin was able to quickly reorient on the still moving guard. A quick bit of legerdemain, followed up by a one-two punch of alchemical explosives, and the top half of the armoured guardsman was rapidly separated from the bottom half, both parts spiraling away, sending a wash of gore into the air...and only narrowly missing the time traveler.

    Blaidd, faced with a growing crowd of onrushing Zyclops, took rapidly to the air. He deftly avoided the grasping hands and pummeling weapons of the undead, and, when he had gained enough altitude to (barely) clear the nearby rooftop, he turned and blasted the former shepherd, sending the creature stumbling back against the building wall. Satisfied with his work, the tattooed Hunter then turned and began moving rapidly north, following his comrades.

    image.png.dd0fad3ef6b77038b32cafe019481fdc.pngBack in the middle of the street, the tiny Beholder partially rotated it's entire body, orienting it's main eye, as well as several smaller eyes, on Nivel. Though at least half the little creatures eyes were still scanning the surroundings...most locked on the earth and ice encased Death Tyrant, the rest solemnly regarded the assassin. "Anima dont meanses no harms to youse. Anima promises. Anima sent. Sent to helpses you, yes." The little creature darted a look (several, really) at the rapidly growing Portal, and it seemed that Anima's entire body shuddered. Returning it's full attention to Nivel, Anima continued. "Youses is right though, MistHuman. Gotta go, and go's fast. BadScaryBuzzyPortal eating Magic, eating Time, eating Fate itself. Will unravel youses, unmake youses. Must go!" It stopped, and now all the creature's eyes focused on Nivel, locking gazes with him. There was an earnest look in the little beholder's many eyes, an appeal plain to see.

    "Anima comeses with you? Oh, thanks youse, thanks youse, thanks youse!!  Anima strong! Anima smart! Anima helpses youse!"

    Nivel's words in response seemed to overjoy the beholder, and it shivered all over, exactly like a puppy given a scratch behind it's ears. Moving slowly and deliberately, Anima floated closer, turning in midair, and facinged the same direction as Nivel. Touching down on his left shoulder, the Beholder did...something with one of it's eyes that caused a small ripple in the air, and then it seemed that the little creature was now firmly anchored to the assassin's shoulder, and would move when he did. At this distance, Nivel noticed that Anima had a dry, clean, mildly pleasant smell, not unlike the smell of a snake or lizard, with just a hint of some elusive metallic scent that he couldn't quite identify. Regardless, the little creature didn't seem to impede his movement in any way, and merely rested comfortably, for all the world like a many-eyed spherical parrot.

    As he was reconciling himself to the situation...or not, depending, Nivel noticed one other detail. A soft, almost sub-harmonic, sound seemed to be emanating from Anima. It sounded...and felt, as he registered the sensation in his shoulder and collar bone...exactly like a cat's deep, happy purr.
     


     


     

    OOC Info

    Aaaaand, just like that, we are officially done with our first combat!

    WOOHOO!!!!!!  😄 😄 😄

     

    If anyone (*cough*Cal*cough*) wants to launch another attack before completely breaking contact, you're welcome to.

     

    Also, as should be obvious now, the Portal is growing alarmingly fast.  It appears to be doubling in size, every round, as does the sphere of blackness within it.

     

    So...there's that.  🙂

     

    Please feel free to post any last pot shots you want to take (if any), otherwise, post what you do as far as getting away from the portal.  As stated, there's no possible way the Zyclops can catch you this round, and, with the way the portal is growing, it's almost certainly going to hit LFT in what would have been the next round, which will drop the rest of the Zyclops, among other things.

     

    So, congratulations on not only surviving your first encounter on Oculus Eyeland, but absolutely kicking ass!

     

    Roll20 Link
     

    Anima

     

    • The new little beholder, self identified as Anima, who is currently hiding behind Nivel, appears to be a normal beholder in every way, only it's the size of a basketball.  It's a Tiny creature, roughly 1' across, and it's eyestalks are of commensurate size (about the size of an average person's pointer finger).  IN all other ways it appears to be a standard beholder, but, as indicated, it's legitimately kind of cute.
      • Anima's voice patterns are similar to Dobby the House Elf from Harry Potter...if you're not familiar with the Best Elf Ever™, then check out This Video on YouTube
      • The tone of Anima's voice is basically identical to Navi from Legend of Zelda (the annoyingly cute little "Hey, Listen!" fairy)

     

    Initiative Order
     

     


    Lyrican HaverFannyPacks

    These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available.

    Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears.

    While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise.

    The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.

     

    Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.

     

    In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).

     

    Combat Info

     

     

     

     

     

    Nonlethal Portal Damage
    • The Nonlethal Damage from the initial Portal teleport is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours.

     

     

     

  13. OCULUS EYELAND - OVERLAND MAP

    image.png.cfd892ee626ccadd41fae353184f8f0d.png

     

    Oculus Eyeland is roughly 40 miles wide East to West

    and about the same North to South.

     

    The crater lake in the center of the main island is roughly 10 miles wide at it's widest point (a line running NE to SW)

     

    The peninsula that the Trading Post sits on is roughly 10 miles long, and is not directly connected to the main island.

     

    OCULUS EYELAND - REGIONS MAP

    image.png.6c02b6b22d3d82ffe9fa9399557d93d3.png

    • The Light Green Areas are grassland and rolling plains, interrupted by the small villages, which are universally surrounded by farmland, grazing fields, or both.
    • The Dark Green Areas are forested tracts, a mix of deciduous and coniferous trees.  The central forest is fairly heavily logged, and the western forest is lightly logged at it's edges.  Both are well managed, and have a few small settlements on the borders.  The large Eastern forest is deliberately un-logged and allowed to remain wild.
    • The Dark Brown area is an extensive swamp, mixed with saltwater marsh on it's edges.  It is known to have a few small settlements, but is mostly uninhabited.
    • The White area is the new Mountain.  It rises in a steep, conical shape at least three miles high, with what appears to be a volcanic caldera at the peak.  It is snow covered above one mile and lightly (and patchily) forested.  There are no known settlements on the mountain.
    • The Light Blue is shallow coastal water, never more than 50' deep. 
    • The Dark Blue is deeper oceanic water, more than 50' deep.
    • The lake in the center of the island is fresh water, but had odd properties and is known to be toxic to anyone not a native of the island.
      • The light blue area of the lake ranges from wading shallows down to about 50' deep.
      • The dark blue area of the lake ranges from 50-200 feet deep.
      • The depth of the midnight blue area in the center of the lake is unknown to anyone not a native of the island, but is, presumably, extremely deep.
    • The Red Dot on the northers peninsula is the Trading Post established by the guild.  Despite the dots' relative size on the map, the actual trading post only covers an area of an acre or two.
  14. The Trading Post

    https://2.bp.blogspot.com/-Xo5hLKqk4ew/WiR9p5ObpgI/AAAAAAAAEo4/uWUi_JUIHIodaYuGR_NOw6ZMn6-dB_eNgCLcBGAs/s1600/Frontier Ghost Town.jpegCyclops Zombie

    The arrival of the giant, floating, undead orb put the Hunters on the back foot for several seconds. However, being powerful, experienced warriors themselves, they managed to push themselves through the fear and counterattack.

    Even as the battle recommenced, the THRUMM from the portal continued to increase in both intensity and volume. It was obvious to any who even happened to glance in that direction that the shimmering ring of eldritch energy was definitely getting bigger. It appeared to have grown several yards in diameter over the last few heartbeats, and the pinpoint of absolute darkness that had appeared in it's center just seconds ago had already grown into a sphere at least five feet across. The very air within the area defined by the small black sphere roiled, snapping and popping, and the whole thing, portal and sphere, gaze off an ever stronger scent of ozone.

    Despite the encroaching danger, the Hunter's focus remained, as it must, on defending themselves, as well as taking the fight to their most fearsome, undead foes.

    Cal, overcome with a mixture of horror and rage was the first to turn his awesome power on the undead beholder. Beams of pure, life-giving energy lashed out, impacting square on the Death Tyrant's bone white hide. The great, fanged mouth opened wide, and a high pitched screech erupted from the creature as the beam played across it's flesh, burning away several scales with bright white 'flame'. The flames, unfortunately, failed to 'catch', quickly dripping off of the creature's tough hide. But first 'blood' definitely went to Cal.

    After that, several things happened near-simultaneously. Using their telepathic link to coordinate, the remaining Hunters unleashed hell on their foes.

    Monique released her latest pet project, a massive Earth elemental, to stand at her side. The elemental was easily as large as the floating Death Tyrant, but being so close to it made it look even larger. Siphoning off a piece of it's essence, Monique infused one of her flashbangs and flung it at the floating death orb, coating one side of it in a sheet of acid, causing the undead beholder's hide the bubble and hiss, and the thing to once more screech in agitation.

    Near Monique, Devlin and Nivel both reacted to their large foes with skill and panache.

    Nivel flashed in and out of his misty, vaporous form, and caused one of his foes to spin around, continually trying to target him, and missing. Taking advantage of the creature's confusion, the assassin slashed at the Zyclops several times, leaving massive wounds on the creature, the final one severing it's spine at the base of it's skull, and dropping the monstrosity to the dirt, unmoving...dead, finally, and hopefully, at peace.

    Another heartbeat, and Nivel once more faded into mist, moving rapidly away. The female Zyclops which had been menacing him a moment before, seemed unable to find him, much less target him with her huge fists, and the assassin got away cleanly.

    Devlin, meantime, spun, leapt, and attacked like a dervish. His mad antics seemed to disorient the nearby Zyclops, and neither of them were able to launch an effective attack against him...something that the nattily dressed mage took shameless advantage of. During one particularly flashy spin, he sent a flashbang sailing across the town to slam into the downed guard, coating it and the other undead in a blanket of smoking acid. The two creatures screeched and thrashed, but both appeared to still be functional, if rather nastily damaged.

    Turning his attention to the closer of his foes, Devlin blasted one of the Zyclops with a potion fueled punch, completely shattering all the ribs on the woman's left side...and getting a blast of roaring necrotic flames racing up his arm for his trouble. Nevertheless, he managed to use the energy generated by his attack, and snatched a small spark of quintessence from the undead, using it to fuel his own powers, and summoning another 'Devlin' from a parallel time stream. The first Devlin kicked himself away, using the momentum of his strike to launch himself across the dusty road, even as he tossed a small ovoid at the heavily damaged Zyclops. The ovoid impacted the woman directly on the side of her head, detonating, and sending a burst of blood, bone, and brain matter spraying across the area...much of which landed on the second 'Devlin' who suddenly appeared in the middle of the street.

    Both Devlin's were so affronted by this development, that they barely registered when the woman's huge form slumped, bonelessly, to the street, unmoving. The time displaced Devlin, looking thoroughly irritated, snapped a hand out, sending a cluster of small, colorful ovoids at the second Zyclops, all of which impacted on the creature's hide. The series of bombs devastated the creature, sending hunks of it flying, and even tearing an arm completely away. Unfortunately, despite the massive damage, the undead monstrosity, somehow, remained standing, even with half it's torso, most of it's head, and even part of one leg completely shredded.

    Alternate timeline Devlin looked down at himself, turned a baleful gaze on primary timeline Devlin, gave himself a rude gesture, then faded back into the timestream.

    Alone in the alley, Blaidd, surrounded, tore into his foes. The first of his enemies, the simply townie whom he'd first attacked, went down in a welter of gore as the shapeshifter's first two blows nearly tore the undead in half. Using the momentum of his attack, he spun into the second of his two enemies, launching himself at it, ripping with his claws even as he savaged it's head and neck with his transformed fangs. Ichor and half-rotted entrails spilled out into the dirt, while liberally coating the tattooed warrior as well. Such was the power of the blows, he then knocked the former shepherd down, allowing Blaidd to slam his heel into the things chest, clearly cracking several of it's ribs.

    image.png.63159634c00f13865ea9e772d3779f7b.pngMeanwhile, Yukito, as per their telepathic plan, hesitated for the briefest of instants, just long enough to allow the others to attack their foes. He then launched himself into the air, looking to put some distance between him and his closest foes. Both the Zyclops took swipes at him, but between his speed and ready shield, he easily avoided both blows. And though he was now out of immediate attack range, the armoured Zyclops nevertheless looked to be gauging the distance for a leaping attack. Ignoring that potential threat for the moment, the swordsman concentrated, instead, on the many-eyed orb of death floating above them. The blast of frigid power that Yukito unleashed flashed across the battlefield in an instant, far too quick for the massive beholder to dodge.

    Ichor spurted from the creature's body as the wave of force from Yukito's blade slammed into it, and immediately began to freeze, surrounding the Death Tyrant in a thick shell of ice. Even as the shell rapidly formed, all ten of it's small eyes snapped around, focusing on the puny swordsman.  Yukito was left with no doubts as to the presence of a ravenous, malevolent, intelligence residing in those bleak, black orbs. Luckily for Yukito, the ten madly waving eyestalks were encased in ice a split second later. Another, lesser, wave of power burst out from the swordsman, causing minor lacerations to appear on several of the nearby Zyclops, but the wounds were mostly superficial.


    The attack on the Tyrant sent the Zyclops into a frenzy, and fresh howls rang out all along the street. The two Zyclops nearest Yukito both attempted to leap up at him, the smith attempting to batter him with an oversized hammer, and the guardsman with his massive sword. Neither connected, not even coming close to hitting the flying Hunter.

    The mob charging from the south of the portal all attempted to converge on Yukito as well. Two of them aimed straight for him, gathering themselves for a leap. The other two, however, charged just as blindly forward...and both crossed the event horizon of the wildly fluctuating portal. The first, the one garbed as a smith, simply clipped the edge of the flickering ring. The creature froze for an instant, a steamwhistle shriek ripping from it's long dead throat. A bolt of black lightning ripped from it's chest, spun around the circle of the portal, and flashed across the distance between the creature and the floating Death Tyrant. The Zyclops dropped to the ground, a marionette with it's strings cut, and moved no more.

    The huge floating orb, still encased in it's frigid coating, ROARED, sending cracks and crazes through the coating of black, ichorous ice that surrounded it.

    The second Zyclops, the one dressed in homespun and carrying a shepherd's staff, also impacted the outer edge of the portal, and the same lightning effect occurred, causing even more ice cracking roars to emanate from the creature. The shepherd, however, had enough momentum to carry him forward, just enough, that his outflung hand impacted the matte black sphere in the center of the portal.

    There was a flash of..."not-light"...a burst of pure, sight stealing darkness, that covered the entire area for the space of a single heartbeat, and then...grayish-black wisps of smoking dust drifted down to the ground, and the shepherd was nowhere to be seen.

    All through the town, each of the still functional Zyclops hestitated, freezing in place, when their two brethren impacted the portal. Another ear splitting roar from the floating Tyrant, rattled the town, and they all began to move once more, zeroing in on whatever target was nearest.

    The remaining two Zyclops from the southern end of the town, ignoring their downed fellows, converged on Yukito's floating form, though neither were close enough to threaten him as of yet.

    The three Zyclops on the upper balcony that Devlin had hit with his nullmetal bomb seemed to shake off it's effects and all leapt down to the street. Two of them converged on the alley where Blaidd was fighting their fellows, and the third charged towards the melee between Devlin, Monique, and Nivel.

    The two Zyclops who had fallen foul of the tripwire when exiting the chapel scrambled to their feet and both charged the rather distracted Cal, but neither were able to get close enough to attack just yet.

    The two heavily damaged former townsfolk went after their nearest targets, one orienting on Devlin, and the other immediately launching a flurry of blows at the nearby Earth elemental.

    In the alley, the Smith unleashed a hail of blows at Blaidd with it's oversized hammer, while the Shepherd lumbered to it's feet. The latter lashed out with it's staff, connecting with a solid blow just as Blaidd was dealing with the Smith's flurry of attacks.

    Meanwhile, far above the half destroyed inn, the ice surrounding the Death Tyrant continued to pop and crack, and was already beginning to show signs of imminent breakage.

    From within the shell of ichor, another steamwhistle shriek echoed, and multiple lances of potent black energy burst through the coating, spearing randomly into various parts of buildings and wreckage. Everywhere the rays of darkness touched, wood rotted, instantly drying out and cracking with age, only to burst into flames a heartbeat later. Fortunately, none of the deadly beams landed anywhere near the six Hunters, though a couple did come dangerously close to the ever more unstable portal.

    Even more fortunately, the pencil thin beams, though powerful, seemed to do much more than melt slender holes in the icy shell, and the behemoth remained, for now, trapped.
    .
    .
    .
    .
    .
    image.png.dd0fad3ef6b77038b32cafe019481fdc.pngSuddenly, as if appearing from nowhere, a small, spherical being popped into existence, hovering a few feet in the air, not far from where Nivel floated in his mist form. A tiny, high pitched voice whined in complaint.

    "OW!! OWOWOWOWOWOW!!!! Hurts! WarpyBuzzyBadPortal Hurts Anima! OW! OW! OWWWWW!!!"

    Glancing towards the voice, all of the nearby Hunters were able to see a tiny, bluish-purple floating orb. The little beholder appeared to be a perfect version of one of the creatures, re-created in miniature...only...somehow...cute?

    Turning to orient it's central eye towards Nivel, it's other eyestalks, none larger than one of the Hunter's fingers, moved about to orient on all those surrounding it.

    "Erm..." it somehow managed to look both mildly fearful, and somewhat sheepish all at the same time. "No hurt Anima? Anima comeses in peace."

    A massive roar from above the inn caught everyone's attention. More black eyebeams lashed out, burning more holes in the icy coating on the floating terror, though, for now, the prison still held. The little beholder's eyes all snapped to the floating behemoth, and it let out a terrified "EEP!!" before flitting around and hiding itself behind Nivel, putting the misty assassin between itself and the undead Tyrant.

    "NO NO NO!! Strangers gotta go! Gotta GO GO GO! Death Orb BadScaryDangerous! Portal BadScaryDangerous! Gotta GO! NOW!!"

    Even as it made it's demands, the little creature continued to hide within Nivel's shadow, peeking around him with it's eyestalks, then quickly ducking back in evident fear every time it spotted the floating hulk encased in black ice.


     


     

    OOC Info

    A new...friend?...arrives on the field.  🙂

     

    Also, the Portal gets More Dangerouser!!

    Perception DC 20

    You note that the event horizon of the Portal has grown significantly, as has the sphere of darkness in the center.

    Perception DC 30

    You estimate that it's speed of growth seems to be increasing, even as you watch.

    Perception DC 40

    The speed of increase seems to be doubling about once every 5-ish seconds (ie per round)

     

     

     

     

    As always, Combat pertinent info in the Combat spoiler.

    Roll20 Link
     

    Initiative Order
    • Yamazaki/Yukito: 36
    • Venn/Nivel: 29
    • Dalamb/Monique: 25
    • Llyarden/Cal: 24
    • Zyclops: 23
    • Paxon/Devlin: 21
    • Slayer/Blaidd: 17

     


    Lyrican HaverFannyPacks

    These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available.

    Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears.

    While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise.

    The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.

     

    Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.

     

    In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).

     

    Combat Info

    ROUND THREE: FIGHT!

    It is now the beginning of Round Three. To keep things flowing, we're going to continue with Block Initiative.  Everyone, please post when and as you have time, then I'll do up a summary post at the end, just as I did this time.  If it seems like this is working, we'll probably move to this every time, just to keep it simple(r).

     

    A COUPLE OF ADDITIONAL NOTES

    • The 'Black Lightning' effect when the two Zyclops hit the ring of the portal was identical to when it zapped Nivel's dragon illusion.  Since LFT was encased in ice at that point, you couldn't see what effect it had, but based on the mass stutter from the Zyclops, and the absolutely inhuman roaring from the ice, it definitely did something.  And whatever that something was, it's royally pissed off LFT.
      • The black lightning had NO EFFECT on the ice surrounding LFT. It seemed to pass right through it with no issue.
    • When the Shepherd Zyclops hit the black sphere, it basically got Thanos Snapped.  In the instant where everything went black (it was literally the length of an eyeblink), it went from whole, undamaged (relatively speaking) Zombie Shepherd Cyclops, to a floating cloud of little bits of dust.
      • Translation...dont touch the black sphere, Mmmmkay?
    • The new little beholder, self identified as Anima, who is currently hiding behind Nivel, appears to be a normal beholder in every way, only it's the size of a basketball.  It's a Tiny creature, roughly 1' across, and it's eyestalks are of commensurate size (about the size of an average person's pointer finger).  IN all other ways it appears to be a standard beholder, but, as indicated, it's legitimately kind of cute.
      • Anima's voice patterns are similar to Dobby the House Elf from Harry Potter...if you're not familiar with the Best Elf Ever™, then check out This Video on YouTube
      • The tone of Anima's voice is basically identical to Navi from Legend of Zelda (the annoyingly cute little "Hey, Listen!" fairy)

     

     

    Nonlethal Portal Damage
    • The Nonlethal Damage from the Portal is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours.
    • The Sickened Condition affects all PC's, regardless of any immunity to such conditions they normally have.

     

     

     

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

    Steel Shepherd

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

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

     

    Doc sat quietly, arms wrapped protectively around the little girl in his lap, listening to the conversation that swirled around him regarding their upcoming plans.  Tina, exhausted by her travails of the morning, curled up against his chest and slowly but surely drifted off to sleep, her recently 'healed' doll clutched tight against her belly and the girl curled around it.  Unconsciously, Doc responded, relaxing even further, and a soft, barely audible, rumbling purr vibrated through his chest, further comforting the child.  When the girl's mother once again asked, concerned, if Tine was a bother, he gently assured the woman that all was well...better than well, in fact.

     

    The scruffy healer couldn't help the sense of peace that invaded his soul..despite the horrific nature of the raid on Greenwood, the ensuing battle, and pell-mell flight, this group of refugees had managed to come through mostly intact.  The fact that he'd been able to save those two, horribly wounded, men was balm to the healer's heart

     

    The situation was hardly ideal, and there were many potential dangers still to be dealt with, but for now, this moment, there was peace and safety.  And in the time since the Collision, a few moments of peace and safety were all anyone could reasonably hope for.

     

    So profound was his sense of calm, that Doc was easily able to review his own mental map of the Wastes, and just as readily pull information on the various players from his copious memory.  Waiting for a lull in the conversation, Doc spoke just loud enough to be heard, but, hopefully, not so loud as to wake his tiny charge.

     

    "Each of the routes poses different dangers and challenges." he opined.  "If we take the safe route, we risk missing the Western Line.  And given the rather...hmmm...random nature of arrivals and departures at Athens Station, if you miss this run, it's likely you wont get another for weeks, if not months.  Taking the short route, as you say, is your best bet to get there on time, but comes with it's own risks."  He gave the woman a serious look.  "Only you can decide if the risk is worth the reward."

     

    Turning his attention to the large ginger-haired man, Doc gave the man a repressing lookDoc wont make an actual Intimidate check, but his base Intimidate skill is +20, so it's likely the look will make an impression. 😄 before he spoke.  "Despite what you might think, Tia is not all powerful.  She's a major force multiplier, sure, but even a battle tank cant take on an entire army by herself.  The Wrathful have heavy machine guns and artillery. If enough of them hit us, hard enough, even Tia can get hamstrung...and then the wolves will have us for supper, along with all of you...and your families"  He stared, hard, at the man, Doc's cat slitted eyes darkening as he locked gazes with Red.  "The best...safest option is to get your people somewhere safe, and take a small party forward to get Lysandra and whoever she wants to bring with her, to Athens Station.  Give the Wrathful a chance to spread out...get complacent.  And in the meantime, you regroup with your fellow survivors, you plan, and you look to take back your home."

     

    Doc shook his head.  When he continued, his voice was harsh, though still pitched low for Tina's sake.  "Charging in like a damn fool isn't going to accomplish anything but getting you and yours killed.  Might as well fit yourself for a pine box right now, save yourself the trouble."

     

    Doc held Red's gaze for another moment, then swept the rest of the group, before returning to meet Lysandra's eyes.  "For what it's worth, I, personally, think the direct route is probably the best choice as well.  Jackson's Crack is probably your best bet for shelter for the families, and we can resupply there.  Then we haul ass with Tia and one or two of your fastest vehicles, and get you to Athens Station.  If we barrel through quick enough, we can probably bypass most threats, and, other than having the horrendous bad luck to run into a Kaiju, Tia can handle most any other threat we run across...at least in a running battle." 

     

    He shrugged.  "But that's not solely my choice.  We Tankers are a democracy, after all."

     

    Glancing at the Greenwooders map, Doc nodded appreciatively.  "Nice bit o' history you got there.  Almost as good as Tanya's logs and charts." he smiled at his commander, giving the woman a respectful nod before returning his attention to the map.  "I know a bit about some of the local players and routes.  The...pack, I used to run with, occasionally had dealings in the area."  A dark look swept through his eyes, but Doc quickly suppressed it, then rapidly continued.  "I remember some stories about the local players, especially the Knights.  Plus, some of the...erm...bolder members would, on occasion, brave the Primeval areas..."for sport", and the few that made it back passed on their knowledge.  Granted," he shrugged, "some of it's a bit out of date, but it should still be enough to give a general idea of what's out there."

     

    Leaning forward, Doc jerked his head towards the map.  "First of all, there's the 'safe' route, by way of the Tinker's Express..." The healer spoke about all he knew, about each of the routes, and their potential pros and cons.  As he ever did, Doc was able to draw in his audience with his earnest manner and long practiced storytelling skills.  At one point, he caught sight of Tanya paying especially close attention to Jana and Lysandra, and noted the two with their heads close together.  Raising an eyebrow in query, Doc got the sense that Tanya wanted to talk to one, or possibly both of them.  Giving his commander a small nod, Doc doubled his efforts to keep the attention of the refugees focused on himself and the other tankers who chose to share their own stories.  Hopefully, it would give Tanya the time and opportunity to ask the Greenwood leader whatever question was burning in the Tia's commander's mind.

     


    OOC Stuff

    As stated in the Discord, Doc is going to try to Aid Another (+2 on the applicable skill check) on a Diplomacy check for Tanya.  If Tanya goes with the Bluff or Intimidate option, Doc wont really be able to assist on those.  🙂

     

    Doc as able to hit all the relevant Knowledge checks, and so is able to share all the cited info in the OOC spoilers from Pax's latest post.

    _________________________________________________________________________

    A couple things of note:

         Everyone (including Jana, Zuki, and The Tank) has their daily War Paint applied. 

              Jana and Zuki have Blue (+15' Speed) and The Tank has Green (+2 rounds to Morale bonuses)

         Included in the Paint is a daily Inoculation that renders you immune to being caught in the AOE of any of Doc's Alchemical concoctions (Formulae and Toxins) and Material Impositions.  Note that this includes both effects AND damage. 

         In addition, this will 'heal' you for 50HP worth of damage, which will become Temp HP.  The Temp HP will last 6 hours, and Doc will renew it as needed during the day.

              This counts as one daily use of Doc's Medical Training - He can heal each PC 6x/Day in this manner (among a whole bunchaton of other ways :D).

         All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 5 different effects in a single shot.  Once taken, these effects last for 1 hour.

         Each dose gives the following benefits:

                    Heals the drinker for 50HP (Note that this only works on those who have received a  daily Innoculation from Doc (the Crew + 1 other (currently Jana)).

                               ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS

                    +3 to save vs Emotions

                    +2 to your next save (lasts until used or time limit expires)

                    +3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'

                    +3 vs Sleep effects. 


     

    Combat Mechanics

     

    ___________________________________________________

    TANK EFFECTS

         +2 Resistance to Saves whenever Doc is driving

         +2 Natural AC whenever Doc is driving

         If Doc has Martial Focus, Tank ignores Difficult Terrain

         20% Miss Chance vs all Attacks (Moving Target)

    ___________________________________________________

    TEMPORARY EFFECTS

         STUFF GOES HERE

         HERE TOO

         ALSO HERE

         ETC

    ___________________________________________________

    COMBAT ACTIONS

         Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.

         Doc will use both his Standard and Move actions to move the tank.  The Tank's total speed this round is 110'

     

         Doc will turn the tank in a modified 'snake' shape, as indicated by the BLUE LINE on the map. Ghost Tank has been moved on the map to reflect current location/orientation.

         Since Doc is making multiple turns, he only pays the turn cost (5') for the last turn, so the total movement is 105'.  His Profession (Pilot) skill is +23, so he automatically makes the DC 20 check.

     

         NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

     

         He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

              Note that Doc has taken this talent twice, so it works against Melee attacks as well.

     

         Doc also has Unimpeded Positioning and his personal Martial Focus, thus he ignores Difficult Terrain and will be able to move the tank at full speed, even off road.

     

         Doc has the One With The Machine custom Oath Boon.  This gives the tank +2 Natural Armour and +2 (Resistance) to all Saves.

     

         Docs Improved Sneezing Powder Formulae remains active for the next 4 rounds.  This is indicated by the Orange Circle.  The Orange Dot is the point of impact.  Everyone entering the circle will need to make a DC 18 FORT Save. 

         Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save.  Making their save immediately ends the effect.

         This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.

     

         Additionally, the Green Square on the map is the Drowsy Toxin, and will remain active for 3 more rounds. 

         The Toxin must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

         All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
     

         Doc will use a Swift Action to Aid Another on himself, adding +4 to his Profession (Piloting) skill.

    ___________________________________________________

    ACTION ECONOMY

         Free Action: - Have various conversations with different crew members

         Free Action: - Regain Martial Focus via Mobil Focus

         Immediate Action: -

         Swift Action: - Aid Another on Self (+4 to Piloting)

         Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

         Standard Action: -

         Full Round Action: -

         5 Foot Step: -

     

    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 (3 + 1 Healing)

    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

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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 (2)

    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; Healing))

    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

     

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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
     

    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

     

    DAILY TEAM BUFFS

         Maintenance: Improved Firearm (Needler x2)

    Railgun: x3 range increment of firearm (30'). Can fire underwater.

         Speed Level: Lower reload time by 1 step (to Move Action)

    _________________________________________________________

    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: 52

    Primary Martial Focus: Yes

    Secondary Martial Focus: Yes

    Current Honour: 23

    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

     

    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

          ____________________________________________________________________________

    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)

              Free Action to reload

         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

    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

     

     

     

    ____________________________________________________________________________

     

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

    Steel Shepherd

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

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

    While the cargo bay of a moving tank might not have been the ideal operating room, nor did a hectic escape run provide the ideal backdrop, Doc had healed people in worse conditions, and given that this time, he actually had a helper...it was as good as medicine got in this fallen world.

     

    During both operations, Doc kept up a running commentary to Jana, letting her know exactly what he was doing, explaining the purpose of his various tools and concoctions, and allowing the girl to assist wherever she felt comfortable.  He could easily have done it all himself, and had on more than one occasion, but he was also always on the lookout for a suitable apprentice, and the girl definitely had the smarts for the job.  He would keep an eye on her over the coming days and see if she had the mental toughness, and, of course, any interest in the healing arts.

     

    For now, though, he methodically went about his job, removing bullets, clamping off bleeders, suturing and bandaging, and generally doing his level best to fight off the Reaper just one more day.

     

    Eventually, he sat back on his heels, having spent most of the last half hour kneeling at the side of the two wounded men, with his hands stuck in various parts of their bodies, and breathed a sigh of relief.

     

    "What do we say to the god of Death?" he whispered, quoting a half remembered phrase from an ancient paperback book he'd read years ago, "Not today."  A brief smile crossed the man's weathered face, mostly hidden by his thick beard.  After a moment he turned to his erstwhile assistant, taking the wet towel she held out, and nodding his thanks.

     

    "Good job, Jana.  Not everyone has the stomach to watch a man sew up another man's insides without losing their lunch.  You're tough.  That'll stand you in good stead over the next little bit."  He looked towards the back of the tank, even as he methodically cleaned the blood from his hands.  His eyes roamed the steel bulkhead, but his attention was clearly on the remains of Greenwood in the distance, his mind's eye seeing the town in flames, it's residents butchered...and worse...all through the streets.  Closing his eyes briefly, Doc breathed a prayer for their souls, hoping the old books were right, and there was a better place waiting for them after the hell they'd lived...and died...through.

     

    After a second, he looked back at Jana and gave the girl a melancholy smile.  "Things are likely to get worse before they get better.  But so long as we're with you, we'll...all of us..." he waved his hand around at the other Tankers, "do everything in our power to keep you and your people safe."

     

    Setting the bloody towel aside, Doc rubbed his hands briskly, and a genuine smile broke out on his face.  Drawing Jana's attention to their two patients, Doc went on to explain about their after surgery care.  "Those herbs I had you steep and feed them, that'll keep em asleep for awhile yet, and will help with the pain when they wake up.  See, the most important thing about recovery is keeping the pain managed."  He made sure she was paying attention, and continued.  "The more pain you're in, the harder it is for your body to heal.  See, there's this thing called..."

     

    Doc continued his impromptu medical lecture, even as they made their way further from the ravaged town, doing what he could, in his own way, to keep her distracted from whatever dark thoughts she might have about what happened, and giving her a purpose.

     

    *************

    When they arrived at the old, rundown warehouse, Doc breathed a small sigh of relief.  While it wasn't exactly a fortress, it should at least everyone a bit of time to take a breather, and feel, if not safe, at least safer, which would do a lot for everyone's peace of mind.

     

    Once they were stopped, Doc thanked his assistant.  "Good job kiddo.  Better than some nurses I've had to work with." He said the last bit in a loud "whisper", and jerked his head towards Martin and Packer, making sure the other two men saw his wink, to take the sting out of his "complaint", then gave Jana an exaggerated wink as well, causing the girl to giggle.

     

    Mission accomplished, Doc then waved towards the rear hatch.  "Go ahead and go catch up with your Ma.  I'm sure she's just as eager as you are to wrap each other up in a hug.  Do me a favor, though," he caught her before she darted from the cargo area.  "Send over a couple of strong lads.  Now that we've gotten your friends through the worst of things, I want to get them someplace where they can rest in relative peace, get someone to watch over them as well...I'm thinking maybe that armoured bus of yours."

     

    His eyes grew momentarily distant.  "We'll eventually need to take council with your people, and I cant very well do that while I'm monitoring wounded.  Plus," his brows drew down, "if things get...dicey again, the last place we want them is in the back of a fast maneuvering tank."

     

    Jana nodded, offering her own thanks, and quickly disappeared out the now open hatch.  A couple minutes later, two burly, middle aged men arrived.  Both wore rather nondescript looking, homespun and leather, and the two had similar tanned, weather-beaten faces.

     

    "Ah," he exclaimed, "you must be my new helpers.  Name's Doc."  The healer shook both men's hands.  The first man responded with a curt 'Hi', followed by mumbling the name 'Brian'.  The second, didn't even bother with the greeting, simply grunting 'Drew'.  With a shrug, Doc pointed to the two wounded, the older of the pair already laid out on a stretched that Doc had snagged from the crew's medical trunk.

     

    "I need both of these two taken over to that bus of yours.  Take care.  I got all their bits put back where they belong, but they're still going to be a bit 'Handle with Care' for some time yet. C'mon, I'll come with you, get them settled."  Doc then waved his hand in the direction of the crowd of refugees.  "I'm going to need a couple people to keep an eye on them.  Maybe older kids, or teens?  Responsible someone's who'll come get me quick if there's a problem.  Ok?"

     

    Both men nodded, which Doc figured was about as good a response as he could hope for, and hopped out of the tank, still festooned in his array of pouches and bags, but with the addition of a pair of wool blankets.  Getting to the bus, Doc introduced himself to Hank, nodding to Martin, and hijacked the two men from their conversation to help get the two wounded settled, then left them to return to their conversation.

     

    It was a matter of a few minutes to get both his patients settled on makeshift pallets of blankets, set up in the rear section of the bus.  He thanked Drew and Brian, and while they fetched him a couple of additional helpers, Doc did a quick check on the two wounded, noting that they were both doing well.

     

    Just about the time his watchers, a pair of teens that looked to be siblings, arrived, the two men began to stir.  Doc quickly knelt at their side, resting a hand on each of their shoulders to make sure they didn't move.  "Easy now, fella's.  Dont go undoin all the work I just did."  He caught the two men's bleary gazes, making sure both could see, and acknowledge, his instructions before continuing.  "Name's Doc, part of the Tanker's crew.  I put you both back together after those Disciple bastards tried to take you apart.  I got all the holes plugged, and you're both swimming in the good drugs."  He grinned at the two men, his best 'Doctor Smile' plastered on his face.

     

    "Now, these two youngsters here are going to keep an eye on you, so I can talk with your people.  Just know that, for now, you're safe." Doc emphasized the last two words, pressing down gently on each man's shoulder, and again making eye contact.  "We were able to break contact with the Disciples, and we're in a place where you can rest for a bit.  I gave you both something for the pain, and it's going to keep you fairly drowsy.  Best thing you can do is just rest."

     

    Doc looked back towards the door of the bus, hearing the various conversations that were springing up.  "I need to step out for a spell, but if anything starts to hurt unduly, one of these two," Doc caught the two teen's eyes, emphasizing his point with a raised eyebrow, "will come get me.  Otherwise, I'll be back in a bit and check in on you.  You'll need another dose of pain meds soon anyway.  Until then, rest, sleep if you can.  It's the best medicine for what ails you."

     

    The two men, still drowsy from the medication Doc had them on, thanked him, the older with a word or two and a nod, the younger a bit more effusive, though punctuated by a positively huge yawn.  With a chuckle, Doc patted both on their shoulders and left them to rest.  He took a moment to instruct the two teens on things to look out for...mostly boiling down to 'if anything seems off, or bad, get me immediately', and took his leave.

     

    When he got outside, he thanked Hank for the use of his space, and made a couple of complimentary remarks about the bus.  He left quickly though, when the discussion began to delve into improvements for the bus.  While Doc was perfectly capable of spinning a wrench, he had no desire to get involved in a discussion of 'deflection angles' or the best way to bolt down benches.

     

    Instead, the healer decided to make himself useful and began working his way around the scattered groups of refugees, starting with Lysandra and Nile, and dealing with any other injuries that they might have acquired on their breakneck getaway.  Once he'd checked the two obvious leaders, and established his bonafides, things went smoother with the rest, and over the next half out or so, Doc treated various scraped, bumps, and bruises; gave Ray and Davis another dose of pain meds, set a dislocated shoulder, handled a few minor lacerations, and had even done another minor 'surgery', on the doll of a young girl that had been cut open on a jagged piece of metal during the wild ride. 

     

    With a serious, solemn look on his face, Doc duly sutured the doll's belly, after rearranging it's stuffing as evenly as possible.  When he was done, he pressed a small bandage to the 'wound', earning him a kiss on the cheek from the girl, a five year old named Tina.  Ruffling the girl's mop of dark hair, Doc smiled at her parents and then gave Tina a small sweet that he made and kept on hand for the crew.  The girl's eyes lit up when presented with the candy, and quickly crawled in Doc's lap, settling herself and her doll and enjoyed her treat.

     

    With a 'what can you do' shrug, Doc waved away the parents' protests and simply took a moment to relax, enjoying the small island of peace Tina had managed to create with him, in the sea of chaos they all now found themselves in.

     

    Looking around, Doc realized that several of the Greenwooders, including their leaders, had gathered nearby, and, seeing as he was close enough to both hear, and participate in any conversation that ensued, Doc wrapped his arms around the girl in his lap and waited, content for the moment, for the rest of the Crew to join them.

     

     


    OOC Stuff

    Just getting Doc in a position to participate in the next big convo.

     

    I dont think anyone on the team was injured, other than the loss of a few Temp HP, but if anyone was actually hurt, or long a significant number of Temp HP, let me know and Doc will take care of it.

     

    Otherwise, Doc's just chillin...

     

    _________________________________________________________________________

    A couple things of note:

         Everyone (including Jana, Zuki, and The Tank) has their daily War Paint applied. 

              Jana and Zuki have Blue (+15' Speed) and The Tank has Green (+2 rounds to Morale bonuses)

         Included in the Paint is a daily Inoculation that renders you immune to being caught in the AOE of any of Doc's Alchemical concoctions (Formulae and Toxins) and Material Impositions.  Note that this includes both effects AND damage. 

         In addition, this will 'heal' you for 50HP worth of damage, which will become Temp HP.  The Temp HP will last 6 hours, and Doc will renew it as needed during the day.

              This counts as one daily use of Doc's Medical Training - He can heal each PC 6x/Day in this manner (among a whole bunchaton of other ways :D).

         All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 5 different effects in a single shot.  Once taken, these effects last for 1 hour.

         Each dose gives the following benefits:

                    Heals the drinker for 50HP (Note that this only works on those who have received a  daily Innoculation from Doc (the Crew + 1 other (currently Jana)).

                               ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS

                    +3 to save vs Emotions

                    +2 to your next save (lasts until used or time limit expires)

                    +3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'

                    +3 vs Sleep effects. 


     

    Combat Mechanics

     

    ___________________________________________________

    TANK EFFECTS

         +2 Resistance to Saves whenever Doc is driving

         +2 Natural AC whenever Doc is driving

         If Doc has Martial Focus, Tank ignores Difficult Terrain

         20% Miss Chance vs all Attacks (Moving Target)

    ___________________________________________________

    TEMPORARY EFFECTS

         STUFF GOES HERE

         HERE TOO

         ALSO HERE

         ETC

    ___________________________________________________

    COMBAT ACTIONS

         Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.

         Doc will use both his Standard and Move actions to move the tank.  The Tank's total speed this round is 110'

     

         Doc will turn the tank in a modified 'snake' shape, as indicated by the BLUE LINE on the map. Ghost Tank has been moved on the map to reflect current location/orientation.

         Since Doc is making multiple turns, he only pays the turn cost (5') for the last turn, so the total movement is 105'.  His Profession (Pilot) skill is +23, so he automatically makes the DC 20 check.

     

         NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

     

         He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

              Note that Doc has taken this talent twice, so it works against Melee attacks as well.

     

         Doc also has Unimpeded Positioning and his personal Martial Focus, thus he ignores Difficult Terrain and will be able to move the tank at full speed, even off road.

     

         Doc has the One With The Machine custom Oath Boon.  This gives the tank +2 Natural Armour and +2 (Resistance) to all Saves.

     

         Docs Improved Sneezing Powder Formulae remains active for the next 4 rounds.  This is indicated by the Orange Circle.  The Orange Dot is the point of impact.  Everyone entering the circle will need to make a DC 18 FORT Save. 

         Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save.  Making their save immediately ends the effect.

         This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.

     

         Additionally, the Green Square on the map is the Drowsy Toxin, and will remain active for 3 more rounds. 

         The Toxin must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

         All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
     

         Doc will use a Swift Action to Aid Another on himself, adding +4 to his Profession (Piloting) skill.

    ___________________________________________________

    ACTION ECONOMY

         Free Action: - Have various conversations with different crew members

         Free Action: - Regain Martial Focus via Mobil Focus

         Immediate Action: -

         Swift Action: - Aid Another on Self (+4 to Piloting)

         Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

         Standard Action: -

         Full Round Action: -

         5 Foot Step: -

     

    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 (3 + 1 Healing)

    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

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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 (2)

    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; Healing))

    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

     

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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
     

    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

     

    DAILY TEAM BUFFS

         Maintenance: Improved Firearm (Needler x2)

    Railgun: x3 range increment of firearm (30'). Can fire underwater.

         Speed Level: Lower reload time by 1 step (to Move Action)

    _________________________________________________________

    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: 52

    Primary Martial Focus: Yes

    Secondary Martial Focus: Yes

    Current Honour: 23

    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

     

    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

          ____________________________________________________________________________

    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)

              Free Action to reload

         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

    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

     

     

     

    ____________________________________________________________________________

     

  17. The Trading Post

    https://2.bp.blogspot.com/-Xo5hLKqk4ew/WiR9p5ObpgI/AAAAAAAAEo4/uWUi_JUIHIodaYuGR_NOw6ZMn6-dB_eNgCLcBGAs/s1600/Frontier Ghost Town.jpegCyclops Zombie

    The low thrum of the Portal filled the air of the trading post with the smell of ozone, sharp and pungent. Every time one of the Hunters happened to glance at it, it seemed like more and more arcs of 'lightning' danced around it's circumference, and...by all the Powers!...was it getting LARGER?!?

    None of the six could be entirely sure at first, but it seemed like, even as they watched, the sparking, humming portal was inching ever so slightly outward with every breath they took.

    Unfortunately, other events necessitated that they not pay as much attention to the clearly dangerous phenomenon as they might otherwise like. The Zyclops, having been alerted to their presence, were beginning to react to them...right up until the moment when five of them disappeared from sight. The undead stumbled to a halt, even in the midst of moving, heads swinging this way and that, great flaming eyes searching for their foes.

    From within the buildings, the moaning built further, somehow managing to take on an even more ominous air.

    After that, several things happened simultaneously.

    From his elevated position on the second floor of the boarding house, Yukito surveyed the area. Choosing his landing spot, the swordsman flashed down to the street. Only to instantly double over in pain. Waves of agony flooded his body, and it felt like his every nerve ending was dipped in acid. Looking on in horrid fascination, he could see parts of his body flickering, as though some bits had been left behind, only to reappear, each such flicker causing fresh new hell to erupt across his body. The effects lasted for only a second or two, but felt like it lasted far, far longer, and when he finally, fully snapped back to reality, his entire body was drenched in sweat...and, even worse, the cherry on his cigarette seemed to have gone out...in fact, fully half of the small white cylinder was completely missing.

    Gritting his teeth, the Hunter took a moment to get his bearings. Spotting one of the Zyclops close by, ironically, on the stairs attached to the outside of the building he had just been in, he whipped out his blade and sent a lance of force leaping across the distance and slamming into the nearest cyclops, a female townie, who appeared to be wearing the garb of a cook, including a rather nice flowered apron. The apron, despite the bright, cheery sun embroidered on it, did nothing to stop the wave of numbing cold that struck it's wearer. The initial force of the 'slice' tore open the woman's chest, allowing the bone-chilling cold to slam into her torso. Frost immediately covered her entire upper body, seeming to dig right into her bones. Horrific snapping and cracking sounds filled the air as several of her ribs shattered, and one of her arms snapped completely off at the shoulder from the pressure wave of the attack. The flames that made up her eye seemed to dim momentarily, but quickly built back up once more, even as she howled in response to the damage.

    Spurred on by his action, and being the only one of the Hunters she could currently see, the Zyclops immediately charged down the stairs she stood on, her eye blazing and her mien a twisted snarl. She only managed a few steps, however, before a second blast of raw cold slammed into her, slicing her giant body in twain and sending the two halves tumbling down the stairs, one after the other, to land in a bloody, ichorous, frozen heap on the ground.

    Nivel, after getting his own bearings, as well as having consulted with his comrades, caused a massive Black Dragon to suddenly appeared in their midst, seeming to come straight out of the Portal as well. The huge beast raised it's head to the sky and gave a massive, earth shuddering roar, then began glaring around at the, comparatively, puny beings that dared to threaten it. Mantling it's powerful wings, the dragon opened it's maw, prepared to spew a rain of ichorous death all about it...

    ...unfortunately, it was in that instant that the rapidly lashing tail of Nivel's 'pet' impacted with the outermost edge of the slowly expanding Portal. A high pitched SHRIEK echoed around the area, startling all of the living occupants, and the dragon disappeared in a huge burst of light, appearing to have not so much been Dispelled, as magically shredded. Even as the construct of light, shadows, and mana evaporated into the aether, a small spark of energy leapt from the core of the disappearing dragon, flowed around the edge of the portal, then leapt, like a bolt of ebon lightning, straight to the illusion's originator, striking him, not in the chest, but deep within, seemingly drawn straight to his magical core!

    Nivel gasped involuntarily as PAIN rocked his entire being, pain somehow even worse than that he experienced when passing through the portal originally. A shivering, muscle jumping shudder wracked his body from head to toe, before seemingly grounding out and leaving his body. The experience left him profoundly shaken and disturbed, and he could still feel small tremors of pain running through his magical core.

    Even as the Mistsoul bound assassin was dealing with the physical and magical aftershocks, Monique, recovering from her impromptu Human Bowling demonstration of a few seconds ago, gathered herself and teleported closer to her compatriots...only to immediately double over, clutching her stomach as waves of pain poured through her, as she suffered the same awful agony that Yukito had just experienced. Like him, the experienced Huntress managed to fight through the pain and focus enough to cast the spells needed to aid her compatriots, but it was neither easy nor pleasant.

    Cal, after giving himself a shake to rid himself of the bark and splinters pressed into his back, sent another ray of pure, positive energy lancing into the already damaged Zyclops. The flaming thing that had once been a female Cyclops screeched, a high, sharp steamwhistle-like sound, then collapsed, seeming to fold in on itself. Even as he turned away to greet his compatriots, the large pile of former Cyclops continued to merrily burn, emitting a foul, noisome smoke.

    Blaidd, after shifting into his huge combat form, danced forward, slashing at the Zyclops in front of him. His claws sunk deeply into the monstrosity, tearing away a large portion of it's back and at least one rib. He was just raising his other clawed hand for a second strike, when, from deep within the body of the undead, pitch-black flames came ravening out of it's body. The flames raced up his clawed fingers, swiftly encased his arm in a sheath of fire, then just as quickly sputtered out. The giant Hunter staggered back a couple of steps, mentally reevaluating this new tactical information.

    Devlin, moving across the battlefield, left a nasty surprise on the doors of the small chapel, then moved into the center of the road and flung a pair of even nastier concoctions towards the two Zyclops who stood on the balcony, overlooking the street. Both spheres arced gracefully through the air and unerringly impacted on the chest of the male Zyclops. A burst of heat/light/fire surrounded the two undead and sent both staggering. The electricity generated by the alchemical mixture chewed through their bodies, causing them to twitch and spasm uncontrollably. Unfortunately, it seems that whatever the source of their resistance to flame, whether that be the innate toughness leftover from their Cyclopean origins, or some mystical defense that the nullsteel couldn't manage to dispel, the flaming napalm simply cascaded down their bodies, failing to gain purchase, and pooled at their feet.

    On the other hand, it did manage to cause the old, dry wood of the balcony, now heaving damaged and splintered by the concussive force of his flashbangs, to begin to smolder quite nicely.

    Of note, however, was that, once the electricity stopped causing involuntary spasms in the two Zyclops, they both completely stopped moving. From what the scholar could tell, they weren't howling anymore either, merely standing, stock still, in the exact same position they'd ended after their bout with electrocution.

    While he went about his deadly business, the temporal wanderer's finger brushed one of the sapphires on his bracelet, causing it to instantly crumble to dust in it's setting (OOC: Make a note on your sheet/OOC/somewhere that you've used one of the sapphires, please. ). For a moment after passing on his message, Devlin received no reply, only the rather ominous sound of silence...

    ...And then a half frantic voice burst through, echoing unpleasantly through the entire link. Cryoleptus' voice sounded oddly distorted, and the communication was filled with an unpleasant hissing, popping noise (OOC: Literally sounds just like radio static).

    "...till alive? Thank...e to a...he Powers! Ther...s a massiv...xplosio...is end. Thoug...u were dead! ...tting interfer...is end. Hol...n!"

    The Vizier's voice goes silent for a moment, then almost immediately comes back, stronger than before, though still plagued by the hissing noise. "Can you hear me now? Dont speak, just listen, all of you. Hardblade is channeling her magic to me, but she's wounded...all of us are. There was a massive explosion on this end just after you stepped through, and the Portal is badly damaged. Two of the other anchors are dead, killed when they tried to shield the rest of us."

    He paused, seeming to take a mental breath, then continued rapidly. "The portal is rapidly decaying, and as best I can tell, it's going to break, catastrophically, very soon. Likely, you have less than a minute to get as far away as you can. I recommend you get at least a furlong away, possibly farther. DO NOT, whatever you do, teleport out. One of the anchors tried that, and the magical backlash nearly stopped his heart. What? What's that? Ok, ok...dammit! Sorry, we have to go. We're evacuating the Guildhouse as well. The Portal is going completely unstable, and I dont know if we can stop it! Just get out of the immediate vicinity, and contact us again in one hour. If we dont hear from you, we'll assume you didn't make it, and that the mission is a failure. If you cant contact us, assume the same. Go, with The Lady's blessing."

    A second voice, that of Hardblade, rough and clearly in pain, joined the link for a moment. "Stay alive, my Hunters, whatever you have to do. Hunters, Hunt!"

    With those words, the connection was broken and silence filled all of their minds.

    At the exact same instant, within the center of the sphere circle that defined the portal, a large, night black sphere, appeared. It was roughly the size of a melon, and it's entire surface was surrounded by what appeared to be a flowing, swirling cloud of glass-like shards...shards just as black and impenetrable as the sphere itself.

    At the same time, every instinct gained over a long and storied career, from dangers faced and monsters overcome, began screaming at the Hunters. Whatever that sphere was, it was absolutely, immensely, deadly dangerous.

    For two of their number, however, it was even more ominous than that.

    For Devlin, it was as though a tear had appeared in the fabric of space-time. He could literally see a swirling vortex of temporal power surrounding the black sphere. Whatever the glass-like shards were, they were spinning about on winds spun from Time itself.

    For Monique, it was like looking at a manifestation of her deity, only one seen through a funhouse mirror. All the energies of Life and Death swirled around the sphere, coalesced into physical form, and represented as the shards of 'glass'. As for the sphere itself...somewhere deep within her, at the point where her soul ended and her connection with the divine spark began, a tiny, voiceless voice was telling her that the sphere was pure, congealed, quintessence. The raw stuff of Fate.

    Unfortunately, none of them were given much time to deliberate the ramifications of this new danger as, not only did the Zyclops they could see begin to mount a counterattack, but several of the storefonts that surrounded them began to disgorge even more of their one-eyed, undead foes.

    Large zombies poured from several buildings, some using doorways, some simply charging straight through the damaged walls.  And despite Nivel's best efforts, and impressive magic, it seemed that somehow, someway, and despite the fact that just a few seconds ago they were clearly casting about blindly to spot the Hunters, the Zyclops were now heading unerringly towards their chosen targets.

    From out of the bottom floor of the building he had landed in, Yukito spotted a pair of Zyclops crashing out through the large, gallery windows, seemingly heading for his companions. Both were dressed like typical townsfolk, and a certain similarity of dress indicated that they were probably employed by the boarding house. He spotted the woman first and managed to get off a strike at her, removing one of her arms and slashing deeply into her side. The male of the two also moved into range and was similarly slashed, but both were almost immediately out of range. All was not lost, however...more 'friends' had arrived.

    From the other nearby building, another Zyclops emerged, this one dressed in homespun and carrying a walking staff that look like it was carved from a fairly large tree. He was far enough away that the swordsman was able to make quick work of him, since he actually exited through the door on the north side of the building. However, while dealing with the shepherd, two much more serious foes presented themselves. One came crashing through the nearby wall, a tall, broad shouldered specimen of Zyclops, clad neck to knees in thick, soot-stained leather, and bearing a positively huge hammer. His bald head, as well as a pattern of burn scars on his forearms made his profession quite obvious. Yukito lashed out with another of his blasts of frigid power, slashing through the smith's apron and deeply...though not so deeply as he did with the regular townsfolk...into his torso.

    The swordsman's final foe was even more fearsome, dressed head to toe in a mix of plate and mail armour, bearing a shield that would have doubled quite nicely as a barn door, and wielding a sword longer than Yukito was tall. Another blast of power left the smoking swordsman, but this one was turned by the mighty shield the Zyclops bore, though it did scar the surface of the metal.

    An instant later, both of the still moving Zyclops converged on him, raining blows down with hammer and blade.

    The two Zyclops from the boarding house who'd managed to escape Yukito's wrath converged on Nivel, who was still recovering from the assault by the portal. Both swung their huge fists, attempting to emulate a farmer driving a fencepost into the ground...with the assassin substituting for the piece of wood.

    At the same time, Devlin was beset by a pair of nattily dressed townsfolk from the building opposite the boarding house. Both appeared to be wearing what probably construed local finery, the woman wearing a soft, cashmere-like sweater, and the man an odd sort of silky doublet. Both their clothes were heavily stained with blood and each sported terrible wounds, but both seemed equally determined to grind the temporal scholar into the dusty roadbed.

    Blaidd, who'd pulled back from his initial attack on the cyclops quickly found himself confronted by not only that undead monstrosity, but two others, both of whom simply tore their way through the nearby wall and immediately set about attacking him with fists, or, in the case of the shepherd and smith, a walking staff and hammer, respectively.

    A third Zyclops come barreling out from the upper floor, and onto the balcony...whereupon he immediately stopped dead as soon as he entered the cloud of nullmetal infused smoke that hung in the air from Devlin's earlier attack.

    Finally, from the north end of the street, a large explosion ripped through the air as another Zyclops exited the chapel, triggering Devlin's trap. The shepherd appeared to be moderately damaged by the blast, and had succumbed to the tripwire, landing in a heap just beyond it. A second later, another Zyclops, another of the armoured ones, came barrelling out, and quickly joined the shepherd on the ground, having fallen to the tripwire as well.

    Throughout all the mayhem, the high, keening sound of the Zyclops' wails had been growing and crescendoing until, abruptly, it stopped, filling the air with heavy silence...

    image.png.63159634c00f13865ea9e772d3779f7b.png...silence that was torn asunder by the sound of splintering, tearing wood, and the high pitched sound of concentrated beams of energy slicing through the air. The roof of the boarding house erupted in a torrent of black flame, and from out of the ensuing chaos arose the absolutely MASSIVE form of a floating, bone white beholder!

    The huge beast measured at least twenty feet across, and each of it's eyestalks was at least two yards long. All of them, as well as it's great, central eye, were a pale, corpse-like white, but each burned, deep within, with the same black flame that was mirrored in the eyes of all the Zyclops. It's huge, toothed maw drooled a mixture of dark saliva and runnels of ebon fire, a horrid mixture which almost immediately began to cause the debris underneath it to smoke and sizzle. The Death Orb, for there was no doubt in any of the Hunter's minds that this was anything other than a Death Tyrant Beholder...though one significantly larger and, presumably, more powerful than any seen before...rose in stately, terrifying majesty and swept it's many-eyed gaze across the field of battle...and, again, there was no doubt in anyone's mind that, the great beast could see them all, quite clearly.

     


     


     

    OOC Info

     

    Aaaaaaaaaand things just took a turn to the Even More Interesting...

     

    <EVILER DM GRIN>

     

    As always, Combat pertinent info in the Combat spoiler.

    Roll20 Link
     

    Initiative Order
    • Yamazaki/Yukito: 36
    • Venn/Nivel: 29
    • Dalamb/Monique: 25
    • Llyarden/Cal: 24
    • Zyclops: 23
    • Paxon/Devlin: 21
    • Slayer/Blaidd: 17

     


    Lyrican HaverFannyPacks

    These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available.

    Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears.

    While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise.

    The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.

     

    Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.

     

    In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).

     

    Combat Info

    ROUND TWO: FIGHT!

    It is now the beginning of Round Two. To keep things flowing, we're going to continue with Block Initiative.  Everyone, please post when and as you have time, then I'll do up a summary post at the end, just as I did this time.  If it seems like this is working, we'll probably move to this every time, just to keep it simple(r).

     

     

    Nonlethal Portal Damage
    • The Nonlethal Damage from the Portal is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours.
    • The Sickened Condition affects all PC's, regardless of any immunity to such conditions they normally have.

     

     

     

  18. Ok...all the Dark themes (Dark Lime, Mocha, and Night), it's borked.  All the rest of the themes, it's back to the way it should be.

     

    I'm guessing it's a CSS issue?

     

    Either way, now that I know what the issue is, I can change themes to edit Source if needs be, then switch back to Lime for actual posting.  I'd just leave it, but my eyes are sensitive to bright light and a couple of the light themes give me a migraine practically in seconds, so that's a bit of a non-starter.

     

    Hopefully it can be fixed with reasonable swiftness and not too much fuss. 🙂

     

    Thanks again for the help, and I look forward to the fix.

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

    Steel Shepherd

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

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

    Doc snickered at Det's reaction, and the healer reached out to give the tank a small pat as he continued speaking to the townies.  During a break in the conversation, he muttered softly, "Just kidding, old girl. You know I love you."

     

    When Packer came back out of the vehicle, after dropping off the wounded man, Doc clapped the mutant on the shoulder and nodded his head in thanks.  "Sorry for jumping the gun earlier. You know what I'm like when there's injured." The healer shrugged self-deprecatingly, even as muttered his apology to his fellow Tanker, though he mostly kept his attention on Lysandra and Jana, wanting to be focused enough to respond to any questions they had.

     

    He did respond to Det, when she mentioned the Jeep.  "Your call, Det, always.  You and Martin, hell, Duende too, know more about salvage and scrap than I ever will.  I'm just the grunt at the steering wheel." He offered the woman a respectful nod, then returned to his conversation as she moved off to assist those that were pulling parts from the downed vehicles.  Even as he waited for them to respond, Doc's foot tapped restlessly, eager to get to his charges and get them on the road to recovery.

     


    OOC Stuff

    Nothing important, just responding and a bit of filling in.

     

    _________________________________________________________________________

    A couple things of note:

         Everyone (including Jana, Zuki, and The Tank) has their daily War Paint applied. 

              Jana and Zuki have Blue (+15' Speed) and The Tank has Green (+2 rounds to Morale bonuses)

         Included in the Paint is a daily Inoculation that renders you immune to being caught in the AOE of any of Doc's Alchemical concoctions (Formulae and Toxins) and Material Impositions.  Note that this includes both effects AND damage. 

         In addition, this will 'heal' you for 50HP worth of damage, which will become Temp HP.  The Temp HP will last 6 hours, and Doc will renew it as needed during the day.

              This counts as one daily use of Doc's Medical Training - He can heal each PC 6x/Day in this manner (among a whole bunchaton of other ways :D).

         All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 5 different effects in a single shot.  Once taken, these effects last for 1 hour.

         Each dose gives the following benefits:

                    Heals the drinker for 50HP (Note that this only works on those who have received a  daily Innoculation from Doc (the Crew + 1 other (currently Jana)).

                               ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS

                    +3 to save vs Emotions

                    +2 to your next save (lasts until used or time limit expires)

                    +3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'

                    +3 vs Sleep effects. 


     

    Combat Mechanics

     

    ___________________________________________________

    TANK EFFECTS

         +2 Resistance to Saves whenever Doc is driving

         +2 Natural AC whenever Doc is driving

         If Doc has Martial Focus, Tank ignores Difficult Terrain

         20% Miss Chance vs all Attacks (Moving Target)

    ___________________________________________________

    TEMPORARY EFFECTS

         STUFF GOES HERE

         HERE TOO

         ALSO HERE

         ETC

    ___________________________________________________

    COMBAT ACTIONS

         Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.

         Doc will use both his Standard and Move actions to move the tank.  The Tank's total speed this round is 110'

     

         Doc will turn the tank in a modified 'snake' shape, as indicated by the BLUE LINE on the map. Ghost Tank has been moved on the map to reflect current location/orientation.

         Since Doc is making multiple turns, he only pays the turn cost (5') for the last turn, so the total movement is 105'.  His Profession (Pilot) skill is +23, so he automatically makes the DC 20 check.

     

         NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

     

         He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

              Note that Doc has taken this talent twice, so it works against Melee attacks as well.

     

         Doc also has Unimpeded Positioning and his personal Martial Focus, thus he ignores Difficult Terrain and will be able to move the tank at full speed, even off road.

     

         Doc has the One With The Machine custom Oath Boon.  This gives the tank +2 Natural Armour and +2 (Resistance) to all Saves.

     

         Docs Improved Sneezing Powder Formulae remains active for the next 4 rounds.  This is indicated by the Orange Circle.  The Orange Dot is the point of impact.  Everyone entering the circle will need to make a DC 18 FORT Save. 

         Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save.  Making their save immediately ends the effect.

         This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.

     

         Additionally, the Green Square on the map is the Drowsy Toxin, and will remain active for 3 more rounds. 

         The Toxin must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

         All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
     

         Doc will use a Swift Action to Aid Another on himself, adding +4 to his Profession (Piloting) skill.

    ___________________________________________________

    ACTION ECONOMY

         Free Action: - Have various conversations with different crew members

         Free Action: - Regain Martial Focus via Mobil Focus

         Immediate Action: -

         Swift Action: - Aid Another on Self (+4 to Piloting)

         Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

         Standard Action: -

         Full Round Action: -

         5 Foot Step: -

     

    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 (3 + 1 Healing)

    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

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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 (2)

    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; Healing))

    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

     

         ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

    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
     

    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

     

    DAILY TEAM BUFFS

         Maintenance: Improved Firearm (Needler x2)

    Railgun: x3 range increment of firearm (30'). Can fire underwater.

         Speed Level: Lower reload time by 1 step (to Move Action)

    _________________________________________________________

    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: 52

    Primary Martial Focus: Yes

    Secondary Martial Focus: Yes

    Current Honour: 23

    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

     

    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

          ____________________________________________________________________________

    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)

              Free Action to reload

         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

    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

     

     

     

    ____________________________________________________________________________

     

  20. Heya @bwatford, thanks for the response.  Here's a screenshot of what it looks like for me:

     

    image.png.165625d454a9a5e75fd081891791c6f0.png

     

    I've tried editing a bunchaton of my old posts (at least a dozen so far), and every one of them looks like this.

    Interestingly, on my phone/tablet, it looks like it's supposed to (like your screenshot above).

    So...apparently it's a Me problem. I just dont know how the heck to fix it.

    Whatever other info you need, let me know.

    I'm running Windows 10 Home, 64 bit on my laptop.  And just to eliminate it as an issue, I updated my Firefox just before I posted this.

  21. I dont know if this is a bug, a feature, a Firefox thing, or just a Me thing, but ever since the last update, it seems that when I open the Source editor, instead of being a nice, easy to read/edit, indented wall of text, it's just one giant blob of text with no formatting at all. 

    Like, it's literally all one block of unformatted text.

    I often find myself making small tweaks to long/complicated posts and/or templates, in the Source code, since I'm quite familiar with HTML, and the WYSIWYG editor still manages to piss me off on a regular basis, so it's just easier to brute force it and make the underlying HTML do what I want.  But now it's nearly impossible to do any sort of significant editing, because everything is just a huge blob of text.

    I've verified this in multiple posts, both simple and complex ones, and it's happening in all of them.

    For reference, I'm using FF 103.0.2.  I haven't tried it in Chrome or Edge, since I dont use either.

    Anyway, Is there some way to fix this?

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