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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

Before the order was even half out of Tanya's mouth, Doc was already swinging into motion.  The fingers of one hand moved rapidly across his control board even as the other spun the wheel to the left.  "Det!" he called over his shoulder, "We're gonna need more go-juice if we're gonna get to these pricks in enough time to do anything besides collect bodies."  Doc's grin became savage as he felt the engineer dump power from the tank's power plant directly into the engine.  Not wasting another second, the healer cum tank driver stomped on the gas pedal.

 

With a wild, mechanical snarl, the great tank treads dug deep into soil of the roadbed, sending loose soil and gravel sailing up being them in a classic 'rooster tail'.  There was a slight berm on either side of the road...probably to deal with runoff in storms, but it was barely a hiccup to the hundred ton behemoth, and Doc handled it with the ease of long familiarity.  Hitting the rough field off to the side of the road, Doc's eyes never ceased scanning for the best possible path.  With a machine this big and bulky, especially off road, driving in a perfectly straight line was rarely possible...there was far too much danger of the surface you rolled across not being able to support the vehicles weight.

 

Fortunately, Doc had been driving The Beast for the majority of his five plus year tenure with The Tankers, and he'd been driving, period, since before he knew the difference between little boys and little girls, all in the Deep Wastes, in conditions that made the area around Greenwood seem positively pastoral.  Finding a solid, if somewhat meandering, path for Tia was child's play, and she roared along with few hiccups...though the terrain in their wake would probably require some serious rehab to recover.

 

"Coming up on their flank...best I can manage from this angle, at least." he called as they finished their initial burst of motion running perpendicular to the oncoming traffic.  "Swinging her around now. I'm going to parallel the road as much as possible."  Suiting actions to words, Doc executed a wide, sweeping turn, carefully bringing the tank around until it was now running almost straight southeast.  Even as they ran, flat out, Doc kept up a constant sort of Brownian motion to their track, keeping to the best possible track, and, as an added bonus, making them damned hard to hit with incoming fire.

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

Combat/Driving actions are listed in the Combat Mechanics section, below.

 

EDIT: Crap!  I forgot to add something to my last post. One of the things Doc makes every morning is 'Doc's Tonic'. It's Universal Alcohol that combines 4 different effects in a single shot. He can make 6 doses for a single 'slot', and always give a single dose to all Crew members.

 

Details are as follows: +3 to save vs Emotions; +2 to your next save (lasts until used); +3d4 Temp HP; +3 vs Sleep effects.  Once taken, these effects last for 1 hour.

_________________________________________________________________________

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

     Doc uses Swift Movement to add 15' to the tank's base speed.  Per Discord, Det is taking the 'Push It' action for another 15', bringing Tia's speed up to 70'. 

 

     Doc will use the Run action (as a Full Round action), which gives them an overall speed of 350'.  He will then move due east 350' (3.5 rings).  Doc will use Sharp Turn just before the end of the 350' to make the 45°-ish turn to go from east to southeast.  That way he wont need to lose any speed to do it. 😄

 

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

 

     He will also expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself, boosting his Pilot skill by +4, to +27, should a check be needful.

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 350' East, then turn Southeast

     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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

CHAPTER NAME

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

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

Before the order was even half out of Tanya's mouth, Doc was already swinging into motion.  The fingers of one hand moved rapidly across his control board even as the other spun the wheel to the left.  "Det!" he called over his shoulder, "We're gonna need more go-juice if we're gonna get to these pricks in enough time to do anything besides collect bodies."  Doc's grin became savage as he felt the engineer dump power from the tank's power plant directly into the engine.  Not wasting another second, the healer cum tank driver stomped on the gas pedal.

 

With a wild, mechanical snarl, the great tank treads dug deep into soil of the roadbed, sending loose soil and gravel sailing up being them in a classic 'rooster tail'.  There was a slight berm on either side of the road...probably to deal with runoff in storms, but it was barely a hiccup to the hundred ton behemoth, and Doc handled it with the ease of long familiarity.  Hitting the rough field off to the side of the road, Doc's eyes never ceased scanning for the best possible path.  With a machine this big and bulky, especially off road, driving in a perfectly straight line was rarely possible...there was far too much danger of the surface you rolled across not being able to support the vehicles weight.

 

Fortunately, Doc had been driving The Beast for the majority of his five plus year tenure with The Tankers, and he'd been driving, period, since before he knew the difference between little boys and little girls, all in the Deep Wastes, in conditions that made the area around Greenwood seem positively pastoral.  Finding a solid, if somewhat meandering, path for Tia was child's play, and she roared along with few hiccups...though the terrain in their wake would probably require some serious rehab to recover.

 

"Coming up on their flank...best I can manage from this angle, at least." he called as they finished their initial burst of motion running perpendicular to the oncoming traffic.  "Swinging her around now. I'm going to parallel the road as much as possible."  Suiting actions to words, Doc executed a wide, sweeping turn, carefully bringing the tank around until it was now running almost straight southeast.  Even as they ran, flat out, Doc kept up a constant sort of Brownian motion to their track, keeping to the best possible track, and, as an added bonus, making them damned hard to hit with incoming fire.

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

Combat/Driving actions are listed in the Combat Mechanics section, below.

 

_________________________________________________________________________

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

     Doc uses Swift Movement to add 15' to the tank's base speed.  Per Discord, Det is taking the 'Push It' action for another 15', bringing Tia's speed up to 70'. 

 

     Doc will use the Run action (as a Full Round action), which gives them an overall speed of 350'.  He will then move due east 350' (3.5 rings).  Doc will use Sharp Turn just before the end of the 350' to make the 45°-ish turn to go from east to southeast.  That way he wont need to lose any speed to do it. 😄

 

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

 

     He will also expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself, boosting his Pilot skill by +4, to +27, should a check be needful.

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 350' East, then turn Southeast

     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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

CHAPTER NAME

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

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

Before the order was even half out of Tanya's mouth, Doc was already swinging into motion.  The fingers of one hand moved rapidly across his control board even as the other spun the wheel to the left.  "Det!" he called over his shoulder, "We're gonna need more go-juice if we're gonna get to these pricks in enough time to do anything besides collect bodies."  Doc's grin became savage as he felt the engineer dump power from the tank's power plant directly into the engine.  Not wasting another second, the healer cum tank driver stomped on the gas pedal.

 

With a wild, mechanical snarl, the great tank treads dug deep into soil of the roadbed, sending loose soil and gravel sailing up being them in a classic 'rooster tail'.  There was a slight berm on either side of the road...probably to deal with runoff in storms, but it was barely a hiccup to the hundred ton behemoth, and Doc handled it with the ease of long familiarity.  Hitting the rough field off to the side of the road, Doc's eyes never ceased scanning for the best possible path.  With a machine this big and bulky, especially off road, driving in a perfectly straight line was rarely possible...there was far too much danger of the surface you rolled across not being able to support the vehicles weight.

 

Fortunately, Doc had been driving The Beast for the majority of his five plus year tenure with The Tankers, and he'd been driving, period, since before he knew the difference between little boys and little girls, all in the Deep Wastes, in conditions that made the area around Greenwood seem positively pastoral.  Finding a solid, if somewhat meandering, path for Tia was child's play, and she roared along with few hiccups...though the terrain in their wake would probably require some serious rehab to recover.

 

"Coming up on their flank...best I can manage from this angle, at least." he called as they finished their initial burst of motion running perpendicular to the oncoming traffic.  "Swinging her around now. I'm going to parallel the road as much as possible."  Suiting actions to words, Doc executed a wide, sweeping turn, carefully bringing the tank around until it was now running almost straight southeast.  Even as they ran, flat out, Doc kept up a constant sort of Brownian motion to their track, keeping to the best possible track, and, as an added bonus, making them damned hard to hit with incoming fire.

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

Combat/Driving actions are listed in the Combat Mechanics section, below.

 

_________________________________________________________________________

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

     Doc uses Swift Movement to add 15' to the tank's base speed.  Per Discord, Det is taking the 'Push It' action for another 15', bringing Tia's speed up to 70'. 

 

     Doc will use the Run action (as a Full Round action), which gives them an overall speed of 350'.  He will then move due east 350' (3.5 rings).  Doc will use Sharp Turn just before the end of the 350' to make the 45°-ish turn to go from east to southeast.  That way he wont need to lose any speed to do it. 😄

 

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

 

     He will also expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself, boosting his Pilot skill by +4, to +27, should a check be needful.

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 350' East, then turn Southeast

     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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

     Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

     Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

     Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

     Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

     Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

     Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

CHAPTER NAME

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

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

Before the order was even half out of Tanya's mouth, Doc was already swinging into motion.  The fingers of one hand moved rapidly across his control board even as the other spun the wheel to the left.  "Det!" he called over his shoulder, "We're gonna need more go-juice if we're gonna get to these pricks in enough time to do anything besides collect bodies."  Doc's grin became savage as he felt the engineer dump power from the tank's power plant directly into the engine.  Not wasting another second, the healer cum tank driver stomped on the gas pedal.

 

With a wild, mechanical snarl, the great tank treads dug deep into soil of the roadbed, sending loose soil and gravel sailing up being them in a classic 'rooster tail'.  There was a slight berm on either side of the road...probably to deal with runoff in storms, but it was barely a hiccup to the hundred ton behemoth, and Doc handled it with the ease of long familiarity.  Hitting the rough field off to the side of the road, Doc's eyes never ceased scanning for the best possible path.  With a machine this big and bulky, especially off road, driving in a perfectly straight line was rarely possible...there was far too much danger of the surface you rolled across not being able to support the vehicles weight.

 

Fortunately, Doc had been driving The Beast for the majority of his five plus year tenure with The Tankers, and he'd been driving, period, since before he knew the difference between little boys and little girls, all in the Deep Wastes, in conditions that made the area around Greenwood seem positively pastoral.  Finding a solid, if somewhat meandering, path for Tia was child's play, and she roared along with few hiccups...though the terrain in their wake would probably require some serious rehab to recover.

 

"Coming up on their flank...best I can manage from this angle, at least." he called as they finished their initial burst of motion running perpendicular to the oncoming traffic.  "Swinging her around now. I'm going to parallel the road as much as possible."  Suiting actions to words, Doc executed a wide, sweeping turn, carefully bringing the tank around until it was now running almost straight southeast.  Even as they ran, flat out, Doc kept up a constant sort of Brownian motion to their track, keeping to the best possible track, and, as an added bonus, making them damned hard to hit with incoming fire.

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

Combat/Driving actions are listed in the Combat Mechanics section, below.

 

_________________________________________________________________________

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

     Doc uses Swift Movement to add 15' to the tank's base speed.  Per Discord, Det is taking the 'Push It' action for another 15', bringing Tia's speed up to 70'. 

 

     Doc will use the Run action (as a Full Round action), which gives them an overall speed of 350'.  He will then move due east 350' (3.5 rings).  Doc will use Sharp Turn just before the end of the 350' to make the 45°-ish turn to go from east to southeast.  That way he wont need to lose any speed to do it. 😄

 

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

 

     He will also expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself, boosting his Pilot skill by +4, to +27, should a check be needful.

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 350' East, then turn Southeast

     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

Before the order was even half out of Tanya's mouth, Doc was already swinging into motion.  The fingers of one hand moved rapidly across his control board even as the other spun the wheel to the left.  "Det!" he called over his shoulder, "We're gonna need more go-juice if we're gonna get to these pricks in enough time to do anything besides collect bodies."  Doc's grin became savage as he felt the engineer dump power from the tank's power plant directly into the engine.  Not wasting another second, the healer cum tank driver stomped on the gas pedal.

 

With a wild, mechanical snarl, the great tank treads dug deep into soil of the roadbed, sending loose soil and gravel sailing up being them in a classic 'rooster tail'.  There was a slight berm on either side of the road...probably to deal with runoff in storms, but it was barely a hiccup to the hundred ton behemoth, and Doc handled it with the ease of long familiarity.  Hitting the rough field off to the side of the road, Doc's eyes never ceased scanning for the best possible path.  With a machine this big and bulky, especially off road, driving in a perfectly straight line was rarely possible...there was far too much danger of the surface you rolled across not being able to support the vehicles weight.

 

Fortunately, Doc had been driving The Beast for the majority of his five plus year tenure with The Tankers, and he'd been driving, period, since before he knew the difference between little boys and little girls, all in the Deep Wastes, in conditions that made the area around Greenwood seem positively pastoral.  Finding a solid, if somewhat meandering, path for Tia was child's play, and she roared along with few hiccups...though the terrain in their wake would probably require some serious rehab to recover.

 

"Coming up on their flank...best I can manage from this angle, at least." he called as they finished their initial burst of motion running perpendicular to the oncoming traffic.  "Swinging her around now. I'm going to parallel the road as much as possible."  Suiting actions to words, Doc executed a wide, sweeping turn, carefully bringing the tank around until it was now running almost straight southeast.  Even as they ran, flat out, Doc kept up a constant sort of Brownian motion to their track, keeping to the best possible track, and, as an added bonus, making them damned hard to hit with incoming fire.

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

Combat/Driving actions are listed in the Combat Mechanics section, below.

 

_________________________________________________________________________

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

     Doc uses Swift Movement to add 15' to the tank's base speed.  Per Discord, Det is taking the 'Push It' action for another 15', bringing Tia's speed up to 70'. 

 

     Doc will use the Run action (as a Full Round action), which gives them an overall speed of 350'.  He will then move due east 350' (3.5 rings).  Doc will use Sharp Turn just before the end of the 350' to make the 45°-ish turn to go from east to southeast.  That way he wont need to lose any speed to do it. 😄

 

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

 

     He will also expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself, boosting his Pilot skill by +4, to +27

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 350' East, then turn Southeast

     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

Before the order was even half out of Tanya's mouth, Doc was already swinging into motion.  The fingers of one hand moved rapidly across his control board even as the other spun the wheel to the left.  "Det!" he called over his shoulder, "We're gonna need more go-juice if we're gonna get to these pricks in enough time to do anything besides collect bodies."  Doc's grin became savage as he felt the engineer dump power from the tank's power plant directly into the engine.  Not wasting another second, the healer cum tank driver stomped on the gas pedal.

 

With a wild, mechanical snarl, the great tank treads dug deep into soil of the roadbed, sending loose soil and gravel sailing up being them in a classic 'rooster tail'.  There was a slight berm on either side of the road...probably to deal with runoff in storms, but it was barely a hiccup to the hundred ton behemoth, and Doc handled it with the ease of long familiarity.  Hitting the rough field off to the side of the road, Doc's eyes never ceased scanning for the best possible path.  With a machine this big and bulky, especially off road, driving in a perfectly straight line was rarely possible...there was far too much danger of the surface you rolled across not being able to support the vehicles weight.

 

Fortunately, Doc had been driving The Beast for the majority of his five plus year tenure with The Tankers, and he'd been driving, period, since before he knew the difference between little boys and little girls, all in the Deep Wastes, in conditions that made the area around Greenwood seem positively pastoral.  Finding a solid, if somewhat meandering, path for Tia was child's play, and she roared along with few hiccups...though the terrain in their wake would probably require some serious rehab to recover.

 

"Coming up on their flank...best I can manage from this angle, at least." he called as they finished their initial burst of motion running perpendicular to the oncoming traffic.  "Swinging her around now. I'm going to parallel the road as much as possible."  Suiting actions to words, Doc executed a wide, sweeping turn, carefully bringing the tank around until it was now running almost straight southeast.  Even as they ran, flat out, Doc kept up a constant sort of Brownian motion to their track, keeping to the best possible track, and, as an added bonus, making them damned hard to hit with incoming fire.

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

Combat/Driving actions are listed in the Combat Mechanics section, below.

 

_____________________________________________________________________________________________________

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

     Doc uses Swift Movement to add 15' to the tank's base speed.  Per Discord, Det is taking the 'Push It' action for another 15', bringing Tia's speed up to 70'. 

 

     Doc will use the Run action (as a Full Round action), which gives them an overall speed of 350'.  He will then move due east 350' (3.5 rings).  Doc will use Sharp Turn just before the end of the 350' to make the 45°-ish turn to go from east to southeast.  That way he wont need to lose any speed to do it. 😄

 

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

 

     He will also expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself, boosting his Pilot skill by +4, to +27

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 350' East, then turn Southeast

     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

      ____________________________________________________________________________

 


 

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