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Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment"The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

The Winged Hussars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he'd managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

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).

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

The Winged Hussars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he'd managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

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).

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

The Winged Hussars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

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).

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

The Winged Hussars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

A couple things of note:

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

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).

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

heavy metal guitars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

A couple things of note:

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

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).

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

heavy metal guitars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed, Tanya."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

A couple things of note:

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

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

heavy metal guitars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed, Tanya."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rambled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

heavy metal guitars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed, Tanya."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rambled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

heavy metal guitars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed, Tanya."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: XX

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Arklytte

Arklytte

Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rambled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment.  "The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

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

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

heavy metal guitars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

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

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he's managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed, Tanya."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

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: XX

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

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