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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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 


OOC Stuff

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

 

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

 

Otherwise, Doc's just chillin...

 

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

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

     Each dose gives the following benefits:

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

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

                +3 to save vs Emotions

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

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

                +3 vs Sleep effects. 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     20% Miss Chance vs all Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

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

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

 

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

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

 

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

 

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

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

 

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

 

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

 

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

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

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

 

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

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

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

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

___________________________________________________

ACTION ECONOMY

     Free Action: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

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

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (3 + 1 Healing)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (2)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

Current Honour: 23

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 


OOC Stuff

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

 

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

 

Otherwise, Doc's just chillin...

 

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

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

     Each dose gives the following benefits:

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

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

                +3 to save vs Emotions

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

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

                +3 vs Sleep effects. 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     20% Miss Chance vs all Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

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

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

 

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

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

 

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

 

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

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

 

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

 

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

 

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

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

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

 

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

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

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

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

___________________________________________________

ACTION ECONOMY

     Free Action: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

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

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (3 + 1 Healing)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (2)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

Current Honour: 23

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 

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

 

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

 

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

 

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

 

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

 

"What do we say to the god of Death?" he whispered, quoting a half remembered phrase from an ancient paperback book he'd read years ago, "No today."  A brief smile crossed the man's weathered face, mostly hidden by his thick beard.  After a moment he turned to his erstwhile assistant, taking the wet towel she held out, and nodding his thanks.

 

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

 

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

 

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

 

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

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 


OOC Stuff

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

 

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

 

Otherwise, Doc's just chillin...

 

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

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

     Each dose gives the following benefits:

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

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

                +3 to save vs Emotions

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

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

                +3 vs Sleep effects. 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     20% Miss Chance vs all Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

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

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

 

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

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

 

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

 

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

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

 

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

 

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

 

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

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

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

 

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

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

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

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

___________________________________________________

ACTION ECONOMY

     Free Action: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

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

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (3 + 1 Healing)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (2)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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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)

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CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

Current Honour: 23

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

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