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Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the pictures he'd seen on his tablet of the small crustaceans...other than the fact that these are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Lysandra, did you say your name was?" he hollered to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least bad of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather have Jana on your trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  I'd offer you a seat too, Ma'am." he glanced back at Lysandra, "but if I did, someone would have to ride on top...and that's a good way to get your ass shot off.  We have the room...barely, but we've room, for the wounded and one helper.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a friendly face, rather than complete strangers, and Jana fits the bill.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively"Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at the mother and daughter, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Jana?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the pictures he'd seen on his tablet of the small crustaceans...other than the fact that these are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least bad of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively"Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the pictures he'd seen on his tablet of the small crustaceans...other than the fact that these are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least bad of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively.  "Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the pictures he'd seen on his tablet of the small crustaceans...other than the fact that these are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least back of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively.  "Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the pictures he'd seen on his tablet of the small crustaceans...other than the fact that these are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least back of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively.  "Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the small crustaceans...other than the fact that they are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least back of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively.  "Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the small crustaceans...other than the fact that they are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least back of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively.  "Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  He's read about how the Ancients used to use the ground up shells of shrimp as a coagulant while he was studying.  A few months back, they'd run across some Wasteland entities that looked surprisingly like the small crustaceans...other than the fact that they are ten feet long and ran like horses across the sands.  Once they'd been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the stuff in his trauma patches.

 

Slapping a couple of patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Mia, did you say your name was?" he barked to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least back of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather be in her trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  You're welcome too, Ma'am." he glanced back at Mia, "because I'm sure the others wouldn't mind getting a bit more intel on what the hell's going on.  And we do have the room...barely, but we've room.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a couple friendly faces, rather than complete strangers.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively.  "Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at Mia and Jana, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Ladies?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

_________________________________________________________________________

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: -

 

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          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

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 (0 + 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 (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; 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)
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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)

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Alchemical Items (# Carried)
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Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

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