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Mystic Twilight Flitter
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Doctor Holly Falkmin, Purveyor of Miracles
Class: Rich Bastard
Specialty: Medificinal Herbological Substances & Remedys
Higher Ambition: "Find" the "Fountain" of "Life" and become "Immortal"
Lower Ambition: Scamming the hell out of people.
= MALADIES =
Phobia: Scopophobia - Dr. Falkmin is afraid of being seen beneath her clothing-- as a Grue, she has been told from a young age by the village's seer that being seen will be her cause of death and she has internalized this as a fear of being stared at, ogled or stripped of her clothes. If she has sex, it must be in a pitch black room and you must be blindfolded to begin.
Mutation: Plague Mask - A darkened visor inside of a mask filled with activated charcoal to prevent diseases, toxins and sensory attacks from assaulting her. Unfortunately, the visor makes the dungeon almost impossible to see through-- when worn, her plague mask gives a heavy penalty to all visual checks, including her medicine. If she removes it, she suffers Scopophobia.
Supernatural Weakness: Medically Incompetent - She will not treat someone for a problem that her medicine has caused or that she has already 'cured'. If you do not believe she has cured you, you are just trying to weasel out of the bill. She is, of course, a miracle doctor who has PERFECTLY CURED YOU, and will not stand for your slander. Take the cure or leave it!
= MIRACLES =
Innate Power: Doctor Holly Falkmin's Spectacularly Wonderful Magical Snake Oil Miracle Medicine - (Editor's Note: Snake Oil Medicine for short.)
Doctor Falkmin is, perhaps, the greatest alchemist of our time. This is a rather unfortunate thing, as the talent is wasted on a hack like her. She knows the secret properties of things around her-- the toxins bugs secretly hold, the medicine manufactured from mundane plants and the very properties of magic and the earth itself used in all her medicinal treatments. She's also perfectly willing to throw ethics out the window and use theoretical potions on her patients without bothering to test them. Her medicine can save your life, but is also just as likely to kill you. Her complete belief in her medical talents means she won't use a medicine on your maladies twice, but one sip of her 'remedy' is often just enough to make you suffer.
When she pulls out one of her potions or prepares one on the spot, she makes a roll. If she rolls a critical success, she produces a miracle cure with absolutely no side effects that perfectly cures the condition, regardless of severity. A standard success will produce a side effect that isn't helpful to the situation, but shouldn't be too much of a hassle to deal with through play. Her healing potion might turn you invisible, or her boil removing lozenge might turn your skin blue. Failure on the roll produces an inconvenient, unpleasant, or moderately dangerous ffect, like sneezing or drunkenness or temporary numbness in an extremity or the loss of FP or maybe a few points of HP. Critical failure produces severe effects like choking, organ failure, lasting paralysis or necrosis of a limb, 6d6 damage, or a coma. However, there's no guarantee that even a successful roll will actually cure the poison. Doctor Falkmin is a 'miracle doctor', not a miracle worker. Better working conditions, performing an actual exam and knowing about the patient's conditions will all improve her chances of success, so if you really want something treated get her to a medical clinic first.
Lastly, Doctor Falkmin has a theoretically infinite supply of her dubious potions in a variety of forms-- lozenges, salves, pots, brews, mints and powders galore. These potions are only considered infinite for the purposes of producing cures and throwing at her enemies, and she will run out if she attempts to make a sale or otherwise use them-- actual sold alchemy products must be made with resources developed in-game and not produced from nowhere. She may also not produce them if, for some reason, she is missing all her gear. She can, however, seemingly find vials in any pocket she can get her hands on.
= EQUIPMENT =
Left Hip: Tools for Field Surgery
Left Shoulder: Clean Cloth, Hooked Needles, Thread
Right Shoulder: Block of Soap
Hat: Feathers, Penknife, Lots of Parchment, Ink
Right Hip: Canvas
Somewhere Uncomfortable: Coin Purse
Chest/Neck (RICH BASTARD): Alkawhoozit's Special Stave of Instant Camping & Frivolity - A wheelbarrow that folds up into a walking stick. Can't hold anything when it's folded up. Could use it as a regular wheelbarrow, or shift it around in a different way and it's got a bunch of little drawers and compartments. Weighs 18 pounds as a regular wheelbarrow, 20 as a cabinet, or 4 as a staff. If you try to reconfigure it while there's stuff inside, it falls out. Divides effective weight of itself and contents by five for encumbrance purposes when being rolled along a reasonably smooth solid surface, even if it's very narrow. Limited to about two and a half cubic feet, unless the stuff you're carrying stacks really well, but it can support several hundred pounds without apparent structural strain. The stick form is adjustable in length, say, anywhere from three feet to twelve feet. Takes a few minutes of playing a four-dimensional Tetris-meets-Hellraiser minigame to reconfigure. No roll required unless you're in a hurry, though, or if someone else is trying to do it without your instructions. Weight may be different based on length.
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