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Arklytte

Arklytte

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

Steel Shepherd

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

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

"Got it Tanya!" Doc called out in response to her orders.  "Coming in at an angle to try and cut between the vehicles."  Doc spun the wheel, just enough, to sideslip Tia...not quite a turn, not quite a diagonal path, but if he timed it just right, they'd slide right behind the faster moving raiders and just in front of the harpoon truck that had speared that unfortunate jeep...which was just what the Doctor ordered!

 

Even as he deftly maneuvered forward, Doc leaned forward, using one elbow and one knee to drive, thus freeing up his other hand to dip into the pouch that was attached to his belt at his left hip.  Fishing out one of the pre-filled clay spheres, Doc deftly yanked the cork with his teeth, and set it in his lap.  Another dip pulled on a small paper cone, twisted into a cylinder and dyed blue.  Dropping the bit of paper into the sphere, Doc replaced the cork, gave the sphere a sharp shake, then reached up and slipped the sphere into the small tube just above his head.

 

There was a sharp hissing of moving air, and the tube system that Martin and Det had come up with to allow Doc to load his little 'presents' into the steam catapult the pair of engineers had rigged up on Tia.  Splitting his concentration with the ease of long practice, Doc kept one eye on his course and the other on the small reticle and joystick on his console.  It was a matter of seconds to line up his target...at this range, and given the slow speeds of both the Beast and that damned harpooner, this was a clap shot.  Giving himself just a bit of elevation to cover the motion of the tank, Doc pulled back on the trigger and watched with immense satisfaction as the little globe sailed off...right on target!

 

"Do your work well, little sphere. Send those rat bastards off to lullaby land.  And, the good Lord willing, it'll let us save those poor bastards in the jeep...at least long enough for me to get to them and keep them in the land of the living!"  Doc's words, a muttering that was half prayer and half pep talk, were barely audible, especially given the chaos of the battle...not to mention the thunder of La Chancla's shots, but anyone who cared to listen closely to the comms on the tank's internal net would most likely hear.

 


 

OOC Stuff

Doc is hopeful...:)

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

Rolls are in the Dice Thread

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

     All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 4 different effects in a single shot.

          Each dose gives the following benefits: +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.

 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     50% Miss Chance vs all Ranged Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.  He will use this last round of bonus speed before Det reengages the governer on the engine, bringing Tia's speed up to 70'. 

 

     Doc will sideslip Southwest.  The ending position of the tank is indicated by the Green Dot on the map (this is where the front of La Chancla's barrel will be).  They will be facing in the same direction

 

     NOTE: THIS REMOVES THE MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

 

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

 

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

 

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

 

     Doc will use his Standard Action to create, load into the launcher, and fire an Inhaled Drowsy Venom at the front bumper of the Harpoon truck.  This is indicated by the Green Square on the map.  This will catch the Raider and Zealot in the back of the jeep, as well as whomever is in the cab of the Harpoon truck (assuming it's not a sealed space).  Unfortunately it will not catch the two in the back of the harpoon truck, unless they move forward.

        This is a Splash weapon that fills up a 15' cube on impact. The Toxin will Linger for 6 (INT) rounds, and must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

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

     Doc will use a Swift Action to Aid Another on himself,  adding +4 to his attack.

___________________________________________________

ACTION ECONOMY

     Free Action: - Expend Crew MF for Moving Target

     Free Action: - Expend Personal MF for Lingering Toxin

     Free Action: - Regain Personal MF via Mobile Focus

     Immediate Action: -

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

     Move Action: - Sideslip 70' Southwest

     Standard Action: - Use Launcher on Harpoon Truck

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2 (1 Healing))

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

Steel Shepherd

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

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

"Got it Tanya!" Doc called out in response to her orders.  "Coming in at an angle to try and cut between the vehicles."  Doc spun the wheel, just enough, to sideslip Tia...not quite a turn, not quite a diagonal path, but if he timed it just right, they'd slide right behind the faster moving raiders and just in front of the harpoon truck that had speared that unfortunate jeep...which was just what the Doctor ordered!

 

Even as he deftly maneuvered forward, Doc leaned forward, using one elbow and one knee to drive, thus freeing up his other hand to dip into the pouch that was attached to his belt at his left hip.  Fishing out one of the pre-filled clay spheres, Doc deftly yanked the cork with his teeth, and set it in his lap.  Another dip pulled on a small paper cone, twisted into a cylinder and dyed blue.  Dropping the bit of paper into the sphere, Doc replaced the cork, gave the sphere a sharp shake, then reached up and slipped the sphere into the small tube just above his head.

 

There was a sharp hissing of moving air, and the tube system that Martin and Det had come up with to allow Doc to load his little 'presents' into the steam catapult the pair of engineers had rigged up on Tia.  Splitting his concentration with the ease of long practice, Doc kept one eye on his course and the other on the small reticle and joystick on his console.  It was a matter of seconds to line up his target...at this range, and given the slow speeds of both the Beast and that damned harpooner, this was a clap shot.  Giving himself just a bit of elevation to cover the motion of the tank, Doc pulled back on the trigger and watched with immense satisfaction as the little globe sailed off...right on target!

 

"Do your work well, little sphere. Send those rat bastards off to lullaby land.  And, the good Lord willing, it'll let us save those poor bastards in the jeep...at least long enough for me to get to them and keep them in the land of the living!"  Doc's words, a muttering that was half prayer and half pep talk, were barely audible, especially given the chaos of the battle...not to mention the thunder of La Chancla's shots, but anyone who cared to listen closely to the comms on the tank's internal net would most likely hear.

 


 

OOC Stuff

Doc is hopeful...:)

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

Rolls are in the Dice Thread

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

     All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 4 different effects in a single shot.

          Each dose gives the following benefits: +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.

 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     50% Miss Chance vs all Ranged Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.  He will use this last round of bonus speed before Det reengages the governer on the engine, bringing Tia's speed up to 70'. 

 

     Doc will sideslip Southwest.  The ending position of the tank is indicated by the Green Dot on the map (this is where the front of La Chancla's barrel will be.  They will be facing in the same direction

 

     NOTE: THIS REMOVES THE MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

 

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

 

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

 

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

 

     Doc will use his Standard Action to create, load into the launcher, and fire an Inhaled Drowsy Venom at the front bumper of the Harpoon truck.  This is indicated by the Green Square on the map.  This will catch the Raider and Zealot in the back of the jeep, as well as whomever is in the cab of the Harpoon truck (assuming it's not a sealed space).  Unfortunately it will not catch the two in the back of the harpoon truck, unless they move forward.

        This is a Splash weapon that fills up a 15' cube on impact. The Toxin will Linger for 6 (INT) rounds, and must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

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

     Doc will use a Swift Action to Aid Another on himself,  adding +4 to his attack.

___________________________________________________

ACTION ECONOMY

     Free Action: - Expend Crew MF for Moving Target

     Free Action: - Expend Personal MF for Lingering Toxin

     Free Action: - Regain Personal MF via Mobile Focus

     Immediate Action: -

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

     Move Action: - Sideslip 70' Southwest

     Standard Action: - Use Launcher on Harpoon Truck

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2 (1 Healing))

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Arklytte

Arklytte

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

Steel Shepherd

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

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

"Got it Tanya!" Doc called out in response to her orders.  "Coming in at an angle to try and cut between the vehicles."  Doc spun the wheel, just enough, to sideslip Tia...not quite a turn, not quite a diagonal path, but if he timed it just right, they'd slide right behind the faster moving raiders and just in front of the harpoon truck that had speared that unfortunate jeep...which was just what the Doctor ordered!

 

Even as he deftly maneuvered forward, Doc leaned forward, using one elbow and one knee to drive, thus freeing up his other hand to dip into the pouch that was attached to his belt at his left hip.  Fishing out one of the pre-filled clay spheres, Doc deftly yanked the cork with his teeth, and set it in his lap.  Another dip pulled on a small paper cone, twisted into a cylinder and dyed blue.  Dropping the bit of paper into the sphere, Doc replaced the cork, gave the sphere a sharp shake, then reached up and slipped the sphere into the small tube just above his head.

 

There was a sharp hissing of moving air, and the tube system that Martin and Det had come up with to allow Doc to load his little 'presents' into the steam catapult the pair of engineers had rigged up on Tia.  Splitting his concentration with the ease of long practice, Doc kept one eye on his course and the other on the small reticle and joystick on his console.  It was a matter of seconds to line up his target...at this range, and given the slow speeds of both the Beast and that damned harpooner, this was a clap shot.  Giving himself just a bit of elevation to cover the motion of the tank, Doc pulled back on the trigger and watched with immense satisfaction as the little globe sailed off...right on target!

 

"Do your work well, little sphere. Send those rat bastards off to lullaby land.  And, the good Lord willing, it'll let us save those poor bastards in the jeep...at least long enough for me to get to them and keep them in the land of the living!"  Doc's words, a muttering that was half prayer and half pep talk, were barely audible, especially given the chaos of the battle...not to mention the thunder of La Chancla's shots, but anyone who cared to listen closely to the comms on the tank's internal net would most likely hear.

 


 

OOC Stuff

Doc is hopeful...:)

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

Rolls are in the Dice Thread

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

     All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 4 different effects in a single shot.

          Each dose gives the following benefits: +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.

 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     50% Miss Chance vs all Ranged Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.  He will use this last round of bonus speed before Det reengages the governer on the engine, bringing Tia's speed up to 70'. 

 

     Doc will sideslip Southwest.  The ending position of the tank is indicated by the Green Dot on the map (this is where the front of La Chancla's barrel will be.  They will be facing in the same direction

 

     NOTE: THIS REMOVES THE MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

 

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

 

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

 

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

 

     Doc will use his Standard Action to create, load into the launcher, and fire an Inhaled Drowsy Venom at the front bumper of the Harpoon truck.  This is indicated by the Green Square on the map.  This will catch the Raider and Zealot in the back of the jeep, as well as whomever is in the cab of the Harpoon truck (assuming it's not a sealed space).  Unfortunately it will not catch the two in the back of the harpoon truck, unless they move forward.

        This is a Splash weapon that fills up a 15' cube on impact. The Toxin will Linger for 6 (INT) rounds, and must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

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

     Doc will use a Swift Action to Aid Another on himself,  adding +4 to his attack.

___________________________________________________

ACTION ECONOMY

     Free Action: - Expend Crew MF for Moving Target

     Free Action: - Expend Personal MF for Lingering Toxin

     Free Action: - Regain Personal MF via Mobile Focus

     Immediate Action: -

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

     Move Action: - Sideslip 70' Southwest

     Standard Action: - Use Launcher on Harpoon Truck

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2 (1 Healing))

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

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