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Posts posted by Paxon
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OOC and Mechanics
Actions
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OFF TURN
Group Benefits
Current Momentum Pool: 31/31
Within 30' of Devlin (this is the light aura on him in Roll20), you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 210/210 | Temp HP: 0 | Nonlethal damage: 0
Conditions: -
Current AC: 53ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
3 Dodge (Haste)
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE | 49 touch (+4 vs scouted enemies, which is all on the battlefield)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
Decoy: 50% until triggered
INACTIVE (75% afterimage, and 50% defensive decoy)Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
INACTIVE
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0]
Iconic Tonic: 1 hour (effects in Group tab)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Academic Knowledge: +2 CMB, DCs against Beholder, 1 min
Shadow Magic: Energy Strike, Invigorating Blast, 1 min
Transformation: -
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Read Advanced Study Guide | 1 hour, combined with above
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
-------
OPTIONS | Damage: 4d8+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +44+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
-------
OPTIONS
+1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
- [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2]
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
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Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
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Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
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Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
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Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +19 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)Reflex +30 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
+3 Haste
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man)Will +23 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]
Resources
SP: 90/90
Shadow Pool: 5/5
MF: 2/2
Stamina Pool: 17/17
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 248/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask- [4/15] Iconic Tonics
- [2/2] Salves
- [3/4] Panaceas
Other Alchemy
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[1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) - [1] L7 Improved Itching Powder
- [15/15] L3 Cherry Bombs
- [2/2] Tanglefoot Bags
- [1] Tangleburn Bag
- [1] Pepper Smoke Pellets
- Basic Alchemist's Fires
- Basic Acid Flasks
Communication Sapphires: 19/20
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Sanctuary
Somewhere in the Wastes
OOC / MECHANICS
OOC
Back in action! Sorry for the long delay. Okay now is the time to post on what you're working on with your time. I'll interact as much as people want IC, and otherwise narrate what you're doing with 8 hours worth of work time, plus a few worth of downtime and enough left over for a full night rest.
There are a few of you that aren't doing any crafting. You can just plain socialize. I don't quite have bandwidth to spell out other tasks, but some of the things I'm thinking about would be using your diplomacy or performance skills to mediate disputes, console refugees, and otherwise generally boost morale of the whole group. Provide physical labor with ability checks. Patrol and make people feel safe. Etc. We've already discuss using crafting/engineering to shore up and enhance the convoy vehicles. I'll let you all come up with stuff.
Scene / NPCs
Zon
Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.
NPCS
The Escapees from Greenwood
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Off-roader buggy
- Lysandra
- NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
- *Jana
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Bus
-
32 passengers, consisting of several families, including some children. Including...Tina, a 5-year old girl
Drew, a middle aged man - Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
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32 passengers, consisting of several families, including some children. Including...Tina, a 5-year old girl
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Truck with big fuel tank
- RedA big man with mutton chops, and eponymous red hair. He is seems to have little filter, saying what's on his mind. Tends to rub some people the wrong way. But he cares for the folks under his charge.
- Driver and another passengers
-
Hauler truck with trailer
- Driver and two passengers
-
Truck with livestock pen
- Driver and one passenger
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Cruiser
- Family of six
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Dirt Bike
- TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
-
Wounded from Jeep
- RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
- DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 42 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: YES
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 18
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
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Off-roader buggy
-
OOC and Mechanics
Actions
Caper effects end.
Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO)
Free: Talky talk talk
Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative)
Move: Move 45' N and a bit east.
- Move > 10' and < half speed; regain Martial Focus
- Trigger afterimage, producing 3 images that would be targeted randomly be enemies
Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will
Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy).
- Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect.
- Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round.
-
Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC
- Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01)
- Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1)
Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45.
- Spend 2 Momentum for +15 damage
- Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology)
- The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage.
- Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)
NEXT OFF TURN
If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check.
He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens.
Group Benefits
For 1 min, everyone gets +2 CMB and DCs vs Beholder
Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds
Current Momentum Pool: 22/31
Within 30' of Devlin (this is the light aura on him in Roll20), you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 204/210 | Temp HP: 77 | Nonlethal damage: 6 + 49 portal damage (unhealable)
Conditions: Shaken (-2 Attack/Skill/Saves)
Current AC: 53ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
3 Dodge (Haste)
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE | 49 touch (+4 vs scouted enemies, which is all on the battlefield)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
Decoy: 50% until triggered
INACTIVE (75% afterimage, and 50% defensive decoy)Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0]
Iconic Tonic: 1 hour (effects in Group tab)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Academic Knowledge: +2 CMB, DCs against Beholder, 1 min
Shadow Magic: Energy Strike, Invigorating Blast, 1 min
INACTIVE
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Transformation: -
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Read Advanced Study Guide | 1 hour, combined with above
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
-------
OPTIONS | Damage: 4d8+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +44+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
-------
OPTIONS
+1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
- [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2]
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
-
Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
-
Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +19 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)Reflex +30 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
+3 Haste
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man)Will +23 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]
Resources
SP: 80/90 (83 -> 80)
Shadow Pool: 3/5
MF: 1/2 (1 regained, 1 spent)
Stamina Pool: 7/17
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 248/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask- [4/15] Iconic Tonics
- [2/2] Salves
- [3/4] Panaceas
Other Alchemy
-
[1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) - [1] L7 Improved Itching Powder
- [15/15] L3 Cherry Bombs
- [2/2] Tanglefoot Bags
- [1] Tangleburn Bag
- [1] Pepper Smoke Pellets
- Basic Alchemist's Fires
- Basic Acid Flasks
Communication Sapphires: 19/20
-
Sanctuary
Somewhere in the Wastes
OOC / MECHANICS
OOC
And that was a big infodump! Sorry if there are some bad typos up there, I'm just posting this before proofing since I'm running out of time for tonight.
Scene / NPCs
Zon
Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.
NPCS
The Escapees from Greenwood
-
Off-roader buggy
- Lysandra
- NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
- *Jana
-
Bus
-
32 passengers, consisting of several families, including some children. Including...Tina, a 5-year old girl
Drew, a middle aged man - Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
-
32 passengers, consisting of several families, including some children. Including...Tina, a 5-year old girl
-
Truck with big fuel tank
- RedA big man with mutton chops, and eponymous red hair. He is seems to have little filter, saying what's on his mind. Tends to rub some people the wrong way. But he cares for the folks under his charge.
- Driver and another passengers
-
Hauler truck with trailer
- Driver and two passengers
-
Truck with livestock pen
- Driver and one passenger
-
Cruiser
- Family of six
-
Dirt Bike
- TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
-
Wounded from Jeep
- RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
- DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 42 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: YES
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 18
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
Off-roader buggy
-
Sanctuary
Somewhere in the Wastes
OOC / MECHANICS
OOC
Converse here, and I'm also going to put an IC thread in discord for quick exchanges. You may use either.
You'll need to pick a route, as you'll have final say in the direction. Below are some additional activities/information/depth etc.
What Lysandra is carrying?
- Negotiate her telling you what it is: Diplomacy DC20You convince her its in her best interest to tell you what she's transporting.
- Trick one of the others into revealing most of the secret: Bluff DC 15Red, or maybe Jana or Nile, will mostly reveal what they are transporting, leaving Lys little choice but to tell about it.
- Exert your authority, demanding she tell you: Intimidate DC20She reveals what it is, but some trust is lost.
The Routes
- Timing: Several of you succeed automatically. The Long Route (option 1) would take 7-10 days. The Knights of Ford (option 2) would be about 20% shorter distance, but would only take 4-5 days. The Direct Route (option 3) would only take about 2 days, if nothing goes terribly wrong of course. These routes are all one that Before could be traversed in a matter of hours, but that's when you could cruise along a highway at 65+mph without looking out for danger. Traveling this distance in the wastelands is slower going, driving carefully over broken ground, with frequent stops to scout for danger, rest, and sometimes even backtrack if an expected path become impassible.
-
Knights of Ford: Knowledge Local DC 20The KoF will usually stick to their agreements, but have been known to find a number of contexts to break them, often if their honor is insulted.
While not an official policy, many members are untrusting and downright hostile to mutants. Probably part of why the Crew rarely works with them directly in this region. | Knowledge Leaders DC 25(previously Kn: Religion)
You know of a particular Lord who is more trustworthy than others. The cost of doing business with him is higher, but it would be a safer bet, if going this route. -
"Difficult terrain and tricky geography" Knowledge Geography DC 30There are strange new mountain formations and other rocky "growths" through this territory, making for only a few navigable passes. And those are popular spots for bandits.
You do know of one that is little-known, takes a bit of skill to locate and navigate, but should be less of a pain than others. - The Primeval: A swath of ground full of strange flora seemingly squashed into existence during the collision, full of Dinos and Primals. Knowledge Geography DC 25There is a path through this jungle-like terrain used by trappers and hunters from Jackson's crack that would be able to support all of the vehicles in the convoy. Special care would need to be taken to protect against oversized carnivores and tribal ambushes.
- Barrow Hills: Knowledge Geography DC 25Part of this area used to be a military base and ordinance storage back in the Before. It has mostly been avoided as it was infested by Infected for quite some time, though as a side effect, it has probably been salvaged mush less than more accessible areas. If you don't cause too much trouble through here, it should be simple to traverse.
-
Athens Station, and the Western Line: Knowledge Geography DC 20You've also heard of the "Western Line" (not its official name, but it's what folks have been calling it), and indeed hear it is traveling out as far as the west coast. Not a simple trip in its own right, not many trains come and go, and the track isn't exactly reliably maintained. But it exists, for those relatively few who want to make a cross country trip in these days.
Of course if you miss the outgoing train, it might be weeks or months before another is available.
Exploration of Zon
- This is more for Duende or Packer, in their explorations of the distribution center. bcool I don't see your roll show up in the dice tower on your post, you may need to reroll.
-
Perception DC 25Choose one:
A) You find a machine that still seems at least partially functional. It seems to be some sort of small robot that must have worked in this building, it looks sturdy and able to handle heavy objects. It may be able to interface with drones in the tech sphere, or otherwise scrapped for nice parts
B) Hidden away in a small storage locker under a broken conveyer belt, you see a shiny, filmy cylinder. You pull it out. Upon further investigation, it seems to be a large roll of some kind of very thin, stretchy, transparent plastic, about a yard wide and who-knows how long. Truly, a strange wonder from the Before. Who knows what you could use something like this for, or at least barter to a curious buyer.
If you both make this, you can find both between you.
Scene / NPCs
Zon
Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.
NPCS
The Escapees from Greenwood
-
Off-roader buggy
- Lysandra
- NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
- *Jana
-
Bus
-
32 passengers, consisting of several families, including some children. Including...Tina, a 5-year old girl
Drew, a middle aged man - Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
-
32 passengers, consisting of several families, including some children. Including...Tina, a 5-year old girl
-
Truck with big fuel tank
- RedA big man with mutton chops, and eponymous red hair. He is seems to have little filter, saying what's on his mind. Tends to rub some people the wrong way. But he cares for the folks under his charge.
- Driver and another passengers
-
Hauler truck with trailer
- Driver and two passengers
-
Truck with livestock pen
- Driver and one passenger
-
Cruiser
- Family of six
-
Dirt Bike
- TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
-
Wounded from Jeep
- RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
- DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 42 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: YES
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 18
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
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Sanctuary
Somewhere in the Wastes
OOC / MECHANICS
OOC
Getting to know Hank a little bit. And glad Tanya got her character moment, filling in that journal, that was nice.
We're still having character moments as you want, and remember just go ahead and indicate you are joining the group Lysandra is with IC or OOC when ready to move on. Also go ahead and get your character tweaks going.
Scene / NPCs
Zon
Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.
NPCS
The Escapees from Greenwood
-
Off-roader buggy
- Lysandra
- NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
- *Jana
-
Bus
- 32 passengers, consisting of several families, including some children
- Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
-
Truck with big fuel tank
- Driver and two passengers
-
Hauler truck with trailer
- Driver and two passengers
-
Truck with livestock pen
- Driver and one passenger
-
Cruiser
- Family of six
-
Dirt Bike
- TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
-
Wounded from Jeep
- RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
- DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 42 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: YES
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 18
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
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Off-roader buggy
-
OOC and Mechanics
That took a bit of time to put together. I wanted to lots of actions, I got 'em I guess! 🙂
Actions
OFF TURN
Both Zyclops attacks miss Devlin.
Devlin becomes Shaken by the Beholder.
When Shepherd 03 triggers Devlin's trap, Crowd Pleaser allows him to make a Caper (boast) as free off-turn action. Any enemy within 250' feet must succeed at DC30 will save or lose their attack/casting against Devlin (until beginning of turn).
When Guard 01 triggers Devlin's trap, Crowd Pleaser allows him to make a Bloodthirst (boast), attacking Guard 01 (he's within 250' theatrical boast range).
- Ranged attack (attack roll =49) against Guard 01 using an Improved Acid Flask.
-
If hits, 46 bludgeoning damage + 31 acid damage, plus same amount of acid damage to Shepherd 03
- If the attack misses regular AC but hits touch AC, it still hits just with reduced bludgeoning damage. I'll re-roll accordingly.
- This attack will likely trigger AOOs from Zyclopses threatening Devlin. See above Caper if they get to make those attacks.
ON TURN
Caper effects end.
Free: Talky talk talk
Free: Knowledge (Religion) check (Result 63) to ID/Scout the Beholder
Move: Using Academic Knowledge to give all allies +2 to CMB and +2 to DCs of their abilities against the Beholder
Free: Knowledge (Arcana) (60) and/or Spellcraft (53) checks to get more information on that orb in the middle of the portal
Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will
Standard: Unarmed Strike Special Attack Action (Result 54) against Townsfolk 01 *I think the reads "01" but it's hard to see the number. The one just W of Devlin at start of turn., using Time Strike (with Spell Attack) to deliver Steal Time
-
If hits, Devlin will expend his Drunk status (he gets to do this twice before losing drunk status, per Double Chug) to make his unarmed strike do Max Damage, per Drunken Boxer.
- Improved Vital Strike damage at effective Large size = 12d8 = 96 max, +23 damage mod
- Spend 2 momentum to add +15 damage = 134 bludgeoning damage
- First attack each round does 15 electricity damage (elemental empowerment)
- If hits, Devlin casts Steal Time on the Townsfolk 01 (1SP). DC36 Will Save or it is Dazed for 1 round and Devlin gets another Standard Action
-
If these operate the same as when Blaidd attacked, Devlin will take Fire/Negative Energy damage. My 6d8 roll in roll thread came up 26, I'll use this unless you want to roll it Ark.
- Improved Shadow Shield reduces all sources of damage by 4, so 22 (11 fire, 11 negative). Devlin's ER5 for fire means 6 fire.
- Will spend 1 momentum to reduce damage by 15 (Resilient Momentum). Total = 2 damage, applied to Temp HP
Swift: Devlin will Kick Off after the melee attack, sending him 20' N without provoking AOOs. This triggers base Afterimage, leaving behind 1 afterimage (50% miss chance).
Free: Spend 1 Shadow Point on Shadow Magic to gain 2 temporary magic talents for 1 min. Which are Energy Strike and Invigorating Blast from destruction sphere.
Free: Devlin will hide that this is a casting with Veiled Magic. It takes a DC40 Spellcraft or Perception check to know he's casting this.
Free: He'll use his Trick Casting class feature, to make a Feint against Townsfolk 01. Devlin can take 10 on this for a result of 63 on Bluff+41 total skill mod
can always take 10 on Bluff
+7 when taking 10 (The World and Applied Consistency)
+7 vs scouted targets (Catty Stalker and knowledge unlock)
-2 Shaken to Feint.- Trick Casting Feint lasts for 2 rounds
-
If successful, Devlin will Feint Strike Townsfolk 01, Expending MF to make it an AOO. Ranged Attack (Result 56) with a Cherry Bomb
- If hits, 48 bludgeoning damage (direct hit) + 21 bludgeoning (cherry bomb) + 12 precision (Fatal Thrust) = 81 bludgeoning damage
- Soul Strike (exploit) will reduce all of Townsfolk 01's saves by 2 for 5 rounds
DAMAGE TOTAL (If all attacks hit Townsfolk 01) = 215 bludgeoning + 15 electricity
Extra Move (I will READY this action to trigger after Nivel moves): Expend MF (Using Focused Stamina, -5 stamina) to set a Tripwire (snare) trap with attached Nullsteel-suffused Cherry Bomb as a move action.
- Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae.
- He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape near Townsfolk 03/06 on the roll20 map.
- Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin set the trap
- When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off
- If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 39 rounds (54 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5
- The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage, and will trigger the Nullsteel cloud on that square (with its 15' burst). Any subsequent creatures would still be tripped, but the cherry bomb is expended.
Show if Steal Time is Successful
Extra Standard: Deadly Shot Special Attack Action with Cherry Bomb vs Townsfolk 02 (Result 49) using Trick Arrows flashbang and Trap Launcher (snipe). If hits...
- 92 bludgeoning damage (direct hit) + 21 b damage (cherry bomb) + 15 (Damaging Momentum, -2M) + 4 b/p/s (flash bang) = 128 bludgeoning + 4 b/p/s damage
- Fort save DC32 or Blinded and Deafened for 1d4+1 rounds (flash bang)
- Trap Launcher (snipe) will add a Bamboozling Trap (snare) to the attack: DC32 Ref Save or trap is triggered and target is considered Feinted
-
If this trap is triggered, Opportunist will allow Devlin to make an AOO within 1st range increment (80')
- Ranged AOO (Result 47) vs Townsfolk 02 using Cherry Bomb
- If hits, 47 bludgeoning damage (direct) + 12 b (cherry bomb) + 11 (precision, Fatal Strike) = 70 bludgeoning
- Soul Strike (exploit) to give Townsfolk 02 a -2 penalty to all saves
- If trap is triggered, Devlin will use Crowd Pleaser to us Caper (boast) again (DC30 will save, or lose attack against Devlin)
DAMAGE TOTAL (if all hit vs Townsfolk 02) = 198 bludgeoning + 4 b/p/s
NEXT OFF TURN
If the trap Devlin placed is triggered, it will be another tripwire, 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check.
He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens.
Group Benefits
For 1 min, everyone gets +2 CMB and DCs vs Beholder
Current Momentum Pool: 24/31
Within 30' of Devlin, you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 204/210 | Temp HP: 77 (79 -> 77) | Nonlethal damage: 6 + 49 portal damage (unhealable)
Conditions: Shaken (-2 Attack/Skill/Saves)
Current AC: 53ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
3 Dodge (Haste)
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE | 49 touch (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 50%ACTIVE
Afterimage: 50%/75%
INACTIVE
Decoy: 50% until triggeredPerception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
Caper (boast): Until beginning of next turn, DC30 will save or lose attack against Devlin
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0]
Iconic Tonic: 1 hour (effects in Group tab)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Academic Knowledge: +2 CMB, DCs against Beholder, 1 min
Shadow Magic: Energy Strike, Invigorating Blast, 1 min
INACTIVE
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Transformation: -
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Read Advanced Study Guide | 1 hour, combined with above
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
-------
OPTIONS | Damage: 4d8+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +44+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
-------
OPTIONS
+1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
- [10/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-3]
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
-
Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
-
Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +19 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)Reflex +30 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
+3 Haste
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man)Will +23 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Resources
SP: 83/90 (85 -> 83)
Shadow Pool: 3/5 (4 -> 3)
MF: 1/2 (1 spent)
Stamina Pool: 7/17 (12 -> 7)
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 249/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask- [4/15] Iconic Tonics
- [2/2] Salves
- [3/4] Panaceas
Other Alchemy
-
[1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) - [1] L7 Improved Itching Powder
- [15/15] L3 Cherry Bombs
- [2/2] Tanglefoot Bags
- [1] Tangleburn Bag
- [1] Pepper Smoke Pellets
- Basic Alchemist's Fires
- Basic Acid Flasks
Communication Sapphires: 19/20
-
1st Encounter | Greenwood Escape
LOOT
ITEM QTY BARTER VALUE Heavy Machine Gun 1 4000 Heavy Ammo 3 45 Rifle Ammo (50) 1 10 Pistol Ammo (50) 0.6 0.3 Shotgun Ammo (50) 0.4 0.1 Frag Grenades 3 225 HEAT Grenade 1 137.5 Boom Lances 3 3 Big Battery 1 160 Gasmasks 2 50 Misc ValuablesIncluding but not limited to:
- Variety of Advanced and Simple modern firearms
- Body armor, clothing, jewelry
- Vehicle parts and components
- Raw material collected from vehicles, such as steel, armor, plastic, rubber, glass
- Small amounts of food/drink/alcohol/drugs
- Fuel
- Small electronic and mechanical components4,515 - Barter/Sell value listed above. 1/7th share of the Misc Valuables is 645gp, so that is each of your share. Sell/divide up the other items as you see fit, I listed them separately since I figure ammo has a value of its own.
- If you wish to have looted any sort of regular weapons or firearms (outside of martial/heavy) consider them available among the killed raiders.
- You also have 300lbs of useable scrap metal available from the salvaged vehicles. The Tank was already topped off at 500/500 lbs capacity, but you might use some to manufacture more cannon rounds.
-
Sanctuary
Somewhere in the Wastes
OOC / MECHANICS
OOC
SUCCESS! Nice battle. Now moving us along. I'm listing any Honor gains and Loot below. I took the liberty of advancing everyone to a relatively safe place to have a moment to breath and plan. Right now at least, breath and tend to anything that needs tending to. RP a bit with the Greenwooders or among yourselves if you'd like. Take care of minor maintenance or healing, but don't take crafting time just yet. You'll get it soon enough, if you decide to as a group.
I'll interact with you with NPCs a little speedier and more freeform at this point, not really waiting for "turns". You may also feel free to make up NPCs and puppet them as you see fit within the group of survivors, if you want to write some back-and-forth into your posts. If you feel your character has done what they need to do here, have them go join Lysandra to discuss next steps. I'll pick up there once everyone has had a chance to do so and advance things.
NOTE: If you want to make character tweaks, this is a good time. ADDITIONAL NOTE: I'll allow another round of tweaks after the next encounter as well. Since this one was heavily tank-focused, I intend for the next to be a little more "on-foot". That should give you an opportunity to test your build out in that context. So I'd encourage you not to make huge changes until after you get a chance to run them in that kind of scenario as well.
HONOR
- Everyone gets +4 for protecting a settlement/traveler in immediate danger
- Everyone gets +1 for overcoming a chellenging"Challenging" is a little questionable because you completely decimated the enemy, and really they weren't designed to be THAT difficult. Still, there were a lot more of them than you, and it was in a manner that made an impression with witnesses, so I think it's worth honor gain. encounter
LOOT
- Heavy Machine Gun (broken condition)
- Heavy Ammo x150 (a full belt found undamaged)
- Rifle Ammo x50
- Pistol Ammo x30
- Shotgun Ammo x20
- Fragmentation Grenades x3
- HEAT Grenade x1
- Big Battery
- Gasmasks x2
- Boom-lances x3 (basically a simple spear/polearm with an attachment on the end for a grenade. 1 is broken.)
-
4,515 gp barter value worth of miscellaneous lootIncluding but not limited to:
- Variety of Advanced and Simple modern firearms
- Body armor, clothing, jewelry
- Vehicle parts and components
- Raw material collected from vehicles, such as steel, armor, plastic, rubber, glass
- Small amounts of food/drink/alcohol/drugs
- Fuel
- Small electronic and mechanical components
If you wish to "sell off" or barter any of the individual items listed, use half their listed cost as usual.
(I will create a LOOT thread to keep track of all this as well. You'll have to decide whether you are setting aside 1/7th of the loot as a "Tia's Share" or if you will individually contribute some portion of you earnings to the Tank. If there is no decision to the contrary, default will be Tia's Share)
Scene / NPCs
Zon
Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.
NPCS
The Escapees from Greenwood
-
Off-roader buggy
- Lysandra
- NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
- *Jana
-
Bus
- 32 passengers, consisting of several families, including some children
- Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
-
Truck with big fuel tank
- Driver and two passengers
-
Hauler truck with trailer
- Driver and two passengers
-
Truck with livestock pen
- Driver and one passenger
-
Cruiser
- Family of six
-
Dirt Bike
- TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
-
Wounded from Jeep
- RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
- DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 42 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: YES
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 18
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
OOC and Mechanics
Actions
Free: Talk to the team.
Free: (I think this is free, lemme know if not) Use the bracelet to talk to Hardblade and Cryoleptus
Move: Expend MF to set a Tripwire (snare) trap with attached Cherry Bomb as a move action.
- Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae.
- He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape in front of the northwest building door on the roll20 map.
- Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin (Who is invisible and hopefully well-stealthed also) set the trap
- When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off
- If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 26 rounds (41 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5
- The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage. Any subsequent creatures would still be tripped, but the cherry bomb is expended.
Extra Move: Move 55' south (moved token on map accordingly)
- This movement (greater than 10' / less than half speed) allows Devlin to regain Martial Focus with Mobile Focus
- Afterimage kicks in, leaving behind a total of 3 after images. There's a 75% chance an attack hits an afterimage instead.
Standard: Special Attack Action standard Barrage targeting Townsfolk_08, which is one of the Zyclops on the balcony. Range is 120' to target, which is in 2nd range increment, so -1 for Range (Splash Weapon Master reduces range penalty). -2 for Barrage. Successful knowledge check to scout the Zyclopses means Devlin uses INT instead of DEX for attack and gains a +4 insight bonus to attack rolls (Cunning Attacker). Roll thread for rolls.
-
1st Attack is the attack action with a nullsteel infused cherry bomb flash bang, with an attack roll of 49. Devlin's Flask Thrower has the arcing quality, so it avoids cover if there is any. If it hits against regular AC...
- Direct hit deals 90 bludgeoning damage (this damage carries the +5 enhancement and DR bypass)
- Cherry Bomb exploding deals 17 bludgeoning damage (no one is close enough for splash damage)
-
Flash Bang attached via Trick Arrows deals 4 b/p/s damage
- Zyclops must make a DC32 Fort save or be deafened and blinded for 1d4+1 rounds
- First attack each round deals 15 electricity damage (Elemental Empowerment)
- Spend 2 momentum to increase weapon damage by 15
- Suffused Nullsteel added, spending 2SP for the Improved effect. 25 on the Magic Skill Check, to counterspell 3 effects on the Zycplops. (EDIT: also an 8 against Townsfolk 07, FWIW)
-
2nd Attack uses an Improved Alchemist's Fire, and has an attack roll of 53. If it hits...
- Direct hit deals 48 bludgeoning damage
-
Splash weapon deals 34 fire damage
- Anything within 20' takes full damage (should include the other Zyclops, though she's probably also immune)
- Within 25' takes half the fire damage, within 30' takes 8 fire damage
- DAMAGE TOTAL: 170 bludgeoning damage, 4 b/p/s damage, 15 electricity damage, 34 fire damage (hopefully after protection dispelled?)
Swift: Cast Improved Shadow Shield on self, gaining another 47+15 Temp HP, and it reduces all sources of damage by 4. (1 min, 1 Shadow Point)
EDIT: Forgot a few things above. Since Devlin is invisible, the two attack rolls should each be at +2 and the Zyclops should be without their dex bonus to AC (unless not applicable of course). They must surpass regular AC to do that damage, but they'll still connect if they hit touch AC, just with like 1d6 instead 4d8 (before vital strike). Added impact point and AOE circle for the attacks.
Group Benefits
Current Momentum Pool: 29/31
Within 30' of Devlin, you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 204/210 | Temp HP: 79 | Nonlethal damage: 6 + 49 portal damage (unhealable)
Conditions: -
Current AC: 53ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
3 Dodge (Haste)
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE | 49 touch (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
INACTIVE
Decoy: 50% until triggeredPerception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)
Iconic Tonic: 1 hour (effects in Group tab)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment
INACTIVE
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Transformation: -
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Read Advanced Study Guide | 1 hour, combined with above
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +28+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
-------
OPTIONS
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted) | Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +42+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
-------
OPTIONS
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
- [13/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
-
Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
-
Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +19 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Reflex +30 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
+3 Haste
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Will +23 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Resources
SP: 85/90 (87 -> 85)
Shadow Pool: 4/5 (5 -> 4)
MF: 2/2 (1 spent, 1 regained)
Stamina Pool: 12/17
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 249/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask- [4/15] Iconic Tonics
- [2/2] Salves
- [3/4] Panaceas
Other Alchemy
-
[1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) - [1] L7 Improved Itching Powder
- [15/15] L3 Cherry Bombs
- [2/2] Tanglefoot Bags
- [1] Tangleburn Bag
- [1] Pepper Smoke Pellets
- Basic Alchemist's Fires
- Basic Acid Flasks
-
Refugee Column, Round 7+
Outside Greenwood
OOC / MECHANICS
OOC
I'm going to shift out of "combat time" in the sense that I'm going to give you a few turns worth of actions. Let me know in a general sense what you are doing, and you can take several actions worth of turns to do it. A few potshots from back toward Greenwood might be coming your way, but they don't have any particularly amazing sharpshooters oriented your direction, at the moment.
Jeep Occupants: The occupants of the Jeep aren't doing great. The Driver (Ray) is Exhausted, and down a lot of HP. The Passenger (Davis) is Fatigued, and Dying (needs to be stabilized). The fatigued/exhausted conditions are from Doc's toxins.
The Jeep: Knowledge (Engineering) DC 15
The vehicle is wrecked, but a little work might be able to get it running again. There's a chance that could happen in the short amount of time you have, but a risk that it wouldn't.
Knowledge (Engineering) DC 20
The frame is stable enough that you could also tow it behind the Tank with the hook and pulley, though it would be a rough ride for anyone inside and it would limit the Tank's ability to traverse rough terrain (at least until you detach the jeep again).
Knowledge (Engineering) DC 25
You can figure out how to instead quickly rip off some parts for some decent scrap and salvage, probably some useful engine components as well, if they don't have bullet holes in them. If you have succeeded at this level knowledge roll, you can make an appropriate Craft check (probably mechanical) or Profession check to pull some salvage as quickly as possible. This will render the vehicle Destroyed.
MECHANICS
Crew Results
Packer: Reloads cannon, plus one in the speed rack. Sweet Spot bonus.
Tanya: Fires at the Zealot on the ground, but misses
Doc: Drives Tank South bringing it closer to the Jeep.
Martin: Hit with main cannon attack on the Harpooner, and pushed 10' by the bullrush from push shot. Damaged, but not broken.
Duende: Shoots the Zealot on the ground, causing significant damage (but not dying yet)
- Zuki Aggressive Flanking centered on tank, Focusing Cry to restore MF on Tank and Doc
Det: Adds another round of Reactive Armor to the Tank (42 Temp HP)
Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.
Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.
Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.
Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).
Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.
Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.
Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.NPCs
The Greenwood vehicles have made it into the valley. The Buggy is coming back your direction as it determines you are assisting the Jeep.
Platform Truck [broken]: Looping slowly back toward Greenwood. All raiders on platform now dead. Will be in first range increment for several more turns.
Trike 1: Now speeding back toward the main group of Raiders.
- Trike 1 Zealot: Fails to get out of the pinning shot restraint (still grappled, so he can't move). Pulled out a firearm.
Harpooner: Hit by the last cannon shot, but still driving away at a good clip. Will be in first range increment for a few more turns worth.
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
Scene / Map / Enemies
Cedar Valley and Greenwood
The raiding party chasing the refugees has been stopped, and the survivors are turning back toward the main force. There is a large force of Disciples surrounding the town, and many are now slowly reorienting toward the tank, shifting positions, seemingly gearing up for a more massive coordinated assault.
___________________________
Map
Grid measurements are accurate.
Tactical Closeup (click to enlarge)
___________________________
ENEMIES
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 280'
-- Trike 1 Zealot: Chasing Tank | Range: 45'
> Trike 2: Prone, out of action.
> Trike 3 Prone, out of action.
> BuzzTruck Destroyed
> GunTruck Wrecked, out of action
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 180'
> Platform Truck Huge vehicle. 1 driver, 1 passenger, top deck ruined | Range (at beginning of turn): 120'
____________________________
Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen
• Cruiser
• Jeep
• Dirt Bike
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 42 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: YES
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 18
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
OOC and Mechanics
OOC: Just getting positioned and buffed.
Actions
Portal Reactions:
-
Take 10 for a result of 54 on Acrobatics check to reduce falling damage. Leap package from Athletics reduces the "fall height" by 50 feet, leaving 20' of fall damage to contend with (the first 10 of which are nonlethal).
- Devlin takes 5 lethal and 4 nonlethal damage from bounding across the ground (OGMW roll thread results)
- Immediate: When he would become prone at the end of the tumble, Devlin uses Acrocatics Righting Reflex ability, expending one Martial Focus as an immediate action to not become prone
Move: Devlin uses Double Chug to pull out one of his Iconic TonicUniversal Alcohol with the following effects:
• 6d4 Temp HP for 1 hour
• +4 resistance bonus to next save attempt in next hour
• +5 circumstance bonus against emotion related effects for 1 hour
• +5 circumstance bonus against pain-related effects for 1 hour
• +5 circumstance bonus against sleep related effects 1 hour as well as a Panacea (one of his crafted ones) and drink both, gaining the Drunk status for 16 rounds and +1 circumstance to all saves- Panacea cures the Sickened condition
Standard: Cast Temporal Haste (2SP) at CL 20 on self. Gain +50' speed, +3 attack/AC/Ref saves, +5 AOOs, extra swift/move action
- Use Veiled Magic to conceal the casting. Any observing enemies must succeed at a DC40 perception check to realize Devlin is using magic
Swift: Adopt Dynamite Throwing Form (stance), and use Focused Stamina to spend 5 Stamina instead of expending MF to make the stance last 15 rounds
Extra Move: Move 70' (moved token on map accordingly)
- This movement (greater than 10' / less than half speed) allows Devlin to regain Martial Focus with Mobile Focus
- Afterimage kicks in, leaving behind a total of 3 after images. There's a 75% chance an attack hits an afterimage instead.
- Devlin will attempt a stealth check along with this movement, which he can do even while observed per Shade Stepper. Stealth result: 46
Group Benefits
Current Momentum Pool: 31/31
Within 30' of Devlin, you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 204/210 | Temp HP: 17 | Nonlethal damage: 6 + 49 portal damage (unhealable)
Conditions: Sickened (cured this turn)
Current AC: 53ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
3 Dodge (Haste)
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE | 49 touch (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
INACTIVE
Decoy: 50% until triggeredPerception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)
Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment
INACTIVE
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Transformation: -
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Read Advanced Study Guide | 1 hour, combined with above
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +28+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
-------
OPTIONS
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted) | Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +33+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
-------
OPTIONS
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
- [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
-
Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
-
Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +19 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
+1 Double Chug
---
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Reflex +27 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Will +23 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Resources
SP: 87/90 (89 -> 87)
Shadow Pool: 5/5
MF: 2/2 (1 spent, 1 regained)
Stamina Pool: 12/17 (17 -> 12)
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 250/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask- [4/15] Iconic Tonics (-1)
- [2/2] Salves
- [3/4] Panaceas (-1)
Other Alchemy
-
[1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) - [1] L7 Improved Itching Powder
- [15/15] L3 Cherry Bombs
- [2/2] Tanglefoot Bags
- [1] Tangleburn Bag
- [1] Pepper Smoke Pellets
- Basic Alchemist's Fires
- Basic Acid Flasks
-
Take 10 for a result of 54 on Acrobatics check to reduce falling damage. Leap package from Athletics reduces the "fall height" by 50 feet, leaving 20' of fall damage to contend with (the first 10 of which are nonlethal).
-
OOC and Mechanics
OOC: Devlin gives each of you 2 uses of several Universal Alcohols mixed into one drink. See the Group Benefits tab below for effects. You drink it like you would any other alcoholic drink.
Actions
Crafting: Devlin will spend 4.5 hours crafting the following. Alchemy Crafting modifiers: Brew Stable FormulaeBenefit: You can create permanent formulae and poisons that do not count towards the maximum amount of formulae you may maintain. These items do not decompose over time, and maintain their value as normal items even though they are based off of the alchemy sphere’s talents.
A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity.
A poison’s cost of creation is 10 gp x the creator’s ranks in Craft (alchemy) x the complexity.
CRAFTING RULES
The crafter must spend 8 hours (1 day) per 1,000 gp in the item’s base cost crafting the technical item. Formulae, poisons, widgets and gizmos, only take 2 hours to craft if their base cost is 250 gp or lower, but all other items require a minimum of 8 hours to create. The crafter spends the materials required to create the item at the beginning of the crafting process, and cannot create more than one item per day. A creature cannot spend more than 8 hours per day crafting. The days spend crafting need not be consecutive., CraftsmanYou are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already possess ranks in this Craft skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining this talent, such as through the armiger’s customized weapons class feature. When crafting a mundane item, you may do so in half the usual time., Rapid AlchemyThe scholar’s research has taught her speedy and efficient techniques for creating various alchemical items. The scholar may craft any single alchemical item worth 150 gp or less (such as a vial of alchemist’s fire, smokestick, or tanglefoot bag) in half an hour; she must still succeed at a Craft (alchemy) check and pay all material costs as normal. The scholar cannot decrease this time any further by increasing the Craft DC. If the scholar knows the formulae for an improved version of an alchemical item worth 150 gp or less (such as the improved alchemist’s fire formulae) she reduces the crafting time to 15 minutes instead of half an hour. In addition, the scholar adds her Intelligence modifier to the DC of any alchemical item she crafts herself (this does not include improved alchemical items made with the Alchemy sphere).-
[1 hour] Level 1 Panacea+Salve. Crafting Cost = 20gp. DC=40. Take 10 on Craft (Alchemy) roll for 70.
- Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
- Effect. Heals 1d8+40 HP, Cures all DC 40 status effects of Panacea
-
[1 hour] Level 7 Improved Itching Powder. Crafting Cost = 70gp. DC=25. Take 10 on Craft (Alchemy) roll for 70.
- Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
- Effect. Improved Itching Powder, DC36 save, 20' range
-
[1 hour] Level 3 Cherry Bombs [x15]. Crafting Cost = 30gp. DC=15. Take 10 on Craft (Alchemy) roll for 70.
- Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour
- Effect. 2d4 bludgeoning damage, 2 in 5' radius, 15 uses.
-
[30 min] 2x Basic Tanglefoot Bag. Crafting Cost = 25gp. DC=25. Take 10 of check for 70
- Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
- Effect. As tanglefoot bag, ref DC 30
-
[15 min] Tangleburn Bag. Crafting Cost = 37.5gp. DC=30. Take 10 of check for 70
- Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
- Effect. Tanglefoot bag +1d6 fire damage and catch fire, ref DC 36
-
[15 min] Pepper Smoke Pellet. Crafting Cost = 15gp. DC=25. Take 10 of check for 70
- Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
- Effect. 5' smoke cloud, Fort DC27 or sickened 1 round
Besides the crafting, that should lead sufficient time for library, plannings session, and drinks! Then Devlin is ready to go.
EDIT: Oh yeah, the memorizing stuff. With Rapid Processing Devlin can read and process very fast. Looking at the details I may have made it a little too fast, but it's still 500 words per swift/move action without spending SP, so that should be plenty fast to get through some books in a few minutes. With Mental Archive he can perfectly remember large quantities of information. He has 22 memories (almost like recordings), which can include a 400 page book. I'm going to spend 6 of those on some Beholder books and other Bestiary type literature. I think I'll also spend two more memorizing each of the provided maps.
Free:
Swift:
Move:
Standard:
Immediate:
Off-turn:
Group Benefits
Current Momentum Pool: 31/31
Within 30' of Devlin, you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 210/210 | Temp HP: 0 | Nonlethal damage: 0
Conditions: none
Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE
3 Dodge (Haste) | 46 touch (+4 vs scouted enemies)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 0%ACTIVE
-
INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
-
INACTIVE
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Transformation: -
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Read Advanced Study Guide | 1 hour, combined with above
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +25+11 BAB
+10 Dex
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted) | Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +30+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
- [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
-
Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
-
Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +18 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Reflex +26 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Will +22 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Resources
SP: 89/90
Shadow Pool: 5/5
MF: 2/2
Stamina Pool: 17/17
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 250/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask- [5/15] Iconic Tonics
- [2/2] Salves
- [4/4] Panaceas
Other Alchemy
-
[1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) - [1] L7 Improved Itching Powder
- [15/15] L3 Cherry Bombs
- [2/2] Tanglefoot Bags
- [1] Tangleburn Bag
- [1] Pepper Smoke Pellets
- Basic Alchemist's Fires
- Basic Acid Flasks
-
[1 hour] Level 1 Panacea+Salve. Crafting Cost = 20gp. DC=40. Take 10 on Craft (Alchemy) roll for 70.
-
OOC and Mechanics
OOC: Maybe we can still gloss over planning IC and take care of that OOC on discord so we can get going to the island a little sooner. Though I'm also fine if people want to take their time here.
Actions
Free:
Swift:
Move:
Standard:
Immediate:
Off-turn:
Group Benefits
Current Momentum Pool: 0/31
Within 30' of Devlin, you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 210/210 | Temp HP: 0 | Nonlethal damage: 0
Conditions: none
Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE
3 Dodge (Haste) | 46 touch (+4 vs scouted enemies)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 0%ACTIVE
-
INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
Effect 1: -
INACTIVE
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Transformation: -
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +25+11 BAB
+10 Dex
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted) | Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +30+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
- [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
-
Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
-
Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +18 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Reflex +26 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Will +22 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Resources
SP: 90/90
Shadow Pool: 5/5
MF: 2/2
Stamina Pool: 17/17
Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 250/250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask -
@Arklytte I have a couple more questions that I think the longer form of a forum post is a little better to address than discord.
More on Nullsteel Alchemy!
Sorry, I'm glad you enabled nullsteel to be used with alchemy, but it has lead to some more questions as I settle in to figuring out some mechanics of my character and interactions with nullsteel. Hey, that's custom rules, isn't it?
- When I add nullsteel to a thrown formulae, would that be a decision at the time of the action (like using a flashbang, using an imposition with a flashbang, or a flashbang through Trick Arrows), or do I need to determine which specific have formulae when I craft them? I.e. when I spend my 30 minutes crafting my various sets of formulae, I select 2 improved alchemist's fires to have nullsteel in them, and two not to?
- If I need to add to formulae ahead of time, when I increase craft DC on formulae like improved acid flask/alchemfire to increase the spash radius, does this also affect the splash radius of the nullsteel, or does that always stay the same?
- When I suffuse a nullsteel formulae with SP, would it last for a number of rounds? I ask as I'm utilizing the Traps sphere, with which I can attach an alchemical item to a trap. Traps can last between 29-50 rounds for Devlin, so it would be relevant to have a timer if the SP infusion lasts. Maybe CAM rounds?
- Could I add nullsteel to traditional alchemical items. Like a basic acid flask? Devlin may end up hurling those if he starts running out of improved formulae to launch 🙂
Scouting/Knowledge Checks
I kinda missed the discussion on discord on the Scout ability, but looking back at it, it looks like you are requiring a swift action to activate the scout abilities like Find Gap/Identify Rhythms, rather than a knowledge check? I ask because I based some significant portion of my character build around having enemies scouted, and I thought I was going to be able to do that with the non-action Knowledge check for monster lore. In fact I thought that's how you played it, though now I can't remember a specific instance where you've done it that way 🙂
So my impression is that there are two ways to use Scout. 1) Get your perception modifier up really high, and use the swift action to scout an individual target. This is akin to taking a moment studying that (Rad Dragon, Beholder, Cyclops, Ooze, Dark Knight) in particular, and use something you observe as an advantage. It takes an action, but it's pretty low investment. I mean who doesn't already max out perception? The other is 2) Be very good at the relevant knowledge skills. This is akin to having a bunch of pre-existing knowledge of Red Dragon's, etc., and at a glance knowing your enemy is a Red Dragon and the best way to kill those is X. This allows you to "scout" everything on the scene for free, so yeah, it can totally feel more powerful than the swift action one. But it also takes more character resources. You have to max 6 skills instead of 1 (so 90 skill points at our level as opposed to 15, and you are still likely maxing perception), and then also be able to buy into some of the blanket bonuses that improve knowledge skills across the board, which are usually class-specific. Otherwise you need to divide your single-skill bonuses across a bunch of stuff. So I think the tradeoff tends to be worth it. WIS characters get to use a skill they are already really good at to Scout, but they gotta do it one at a time with a swift action. INT characters get to make a bunch of knowledge checks, but need to spend a lot on being good at knowledge skills. It's kind of baked into the Scholar class already. Still concerned about the action economy difference? Well for the low low cost of a single additional talent, Inimical Gaze lets Perception scouters do exactly they same thing, attempt to scout everyone in the battle for free. Ultimately, I don't think its all that imbalanced.
Let me know if this has swayed you:) If not, how would you interpret the part of the ability that says "Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours"? Would we make a knowledge check as a swift action? Just need to know and make any adjustments necessary.
-
Refugee Column, Round 6
Outside Greenwood
OOC / MECHANICS
OOC
Duende, Tanya, and Det all must make Ref Save DC20 for half frag grenade's splash damage, 18 b/p/s. All have +3 from coordinated reflexes. Det has +4 from Improved Cover (still has a firing slot opened), Tanya has +2 from Cover. (Will not make a save for The Tank since after damage is halved, all remaining absorbed by hardness).
Then ROUND 6. It is mostly cleanup at this point, but you have decisions to make on what you are going to do next. This party of raiders is on the run. However there is a very large group still at Greenwood. I would call it an overwhelming force, even if you made short work of this contingent. Everyone take another round of actions, however also discuss what your plan is.
MECHANICS
Crew Results
Packer: Back into the Loader position, reloads the cannon
Tanya: fires a burst at almost everyone on top of the Platform Truck. I'm going to apply the rolls from closest to furthest.
- P Zealot 2 hit for 11 damage
- P Raider 2 hit for 9 damage (killed)
- P Zealot 1 hit for 12 damage
- P Raider 1 missed
Doc: Drives Tank in a turn to the NE.
Martin: Hit with main cannon attack on the Buzzsaw Truck. This destroys the Buzzsaw Truck.
Duende: Targets the remaining raider atop the Jeep. Hit, and initial damage kills him, no need to further resolve additional effects.
- Vehicles and Raiders Scouted
- Zuki Aggressive Flanking centered on tank, restores MF
Det: P Raider 1 hit with initial shot, fails save against detonator. P Raider 1 killed by the shot.
- Explosive Rounds damage P Zealot 1
- Detonator explodes. P Zealot 1 and the Truck fail the save, P Zealot 2 makes it
- AOOs succeed on P Zealot 1 (killed) and Platform Truck
- Explosive Round damage from this AOO kills P Zealot 2
Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.
Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.
Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.
Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).
Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.
Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.
Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.NPCs
The Greenwood vehicles continue fleeing at top speed. They seem to be almost in the clear now as raider attention focused on Tank. The exception is the Jeep and its occupants, still stuck onto the Harpooner.
The Buggy is signaling in Wayfairer. It's a good distance, and will require a move action (I will allow a swift if you have the scout sphere) to make a DC 27DC 5 (Wayfairer is supposed to be easy to make out)
+ 22 for 220' range to target. If you have anything that reduces range penalties on perception (i.e. binoculars) they would apply here to reduce this part of the DC Perception check to make out what they are saying.Perception DC27* and knowledge of Wayfairer language
She is signaling: "Danger that way. High danger that way. No Stragglers. Follow. Follow." She is indicating the direction of Greenwood.
Platform Truck [broken]: Looping slowly back toward Greenwood. All raiders on platform now dead.
Trike 1: Now speeding back toward the main group of Raiders.
- Trike 1 Zealot: Moves 30' W-NW, throws his primed grenade at Tanya. It hits directly. 18 splash damage affecting Tanya/Duende/Det, ref for half.
Harpooner: Releases the Jeep. Veering back toward Greenwood, swerving a bit.
BuzzTruck [Destroyed]: Taken out by Martin's cannon shot
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
Scene / Map / Enemies
Cedar Valley and Greenwood
The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.
___________________________
Map
Grid measurements are accurate.
Tactical Closeup (click to enlarge)
___________________________
ENEMIES
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 250'
-- Trike 1 Zealot: Chasing Tank | Range: 45'
> Trike 2: Prone, out of action.
> Trike 3 Prone, out of action.
> BuzzTruck Destroyed
> GunTruck Wrecked, out of action
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 105'
> Platform Truck Huge vehicle. 1 driver, 1 passenger, top deck ruined | Range (at beginning of turn): 75'
____________________________
Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen
• Cruiser
• Jeep
• Dirt Bike
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 18 (Reactive Armor)
Stress: 15
Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turnCrew Martial Focus: NO
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 19
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
OOC and Mechanics
OOC Comments:
Actions
Free:
Swift:
Move:
Standard:
Immediate:
Off-turn:
Stats
(THIS SECTION WIP)
Current HP: 210/210 | Temp HP: 0 | Nonlethal damage: 0
Conditions: none
Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE
3 Dodge (Haste) | 46 touch (+4 vs scouted enemies)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 0%ACTIVE
-
INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
Effect:
Effect:
Daily Routine:
Craft X, X, X (alchemy formulae) | 1 hour
Ritual: ___ | 1 hour
Renew Momentum Pool: 1SP, lasts 16 hours
Cast __
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Hide this
Defense Options
Hide this
Resources
Martial Focus: 2/2
Stamina: 17/17
-
Refugee Column, Round 5
Outside Greenwood
OOC / MECHANICS
OOC
Round 5... Here we go...
MECHANICS
Crew Results
Det: Sunder attempt succeeds, and completely destroys the weapon the zealot was holding. All excess damage (a lot of it) applied to Zealot. The shot practically blew off his hand, so I made him make a climb check to continue hanging on, which he aced.
Packer: Successfully bullrushes the Trike Zealot, with enough success to push him right off the back of the tank. Zealot AOO fails, as does his attempt to grab onto the Tank. He does manage to fall and roll without taking much damage.
Duende: Successfully scouts Zealot. Then straight up blows him away. Not making any save rolls for him because the crit killed him.
- Vehicles and Raiders Scouted
- Zuki Aggressive Flanking centered on tank, restores MF
Tanya: Tanya fires a burst at almost everyone on top of the Platform Truck. I'm going to apply the rolls from closest to furthest.
- Starboard Gunner hit for 7 damage. He is now dying. (also still on fire, so bad news for him)
- Platform Zealot 2 hit for 2 damage
- Platform Raider 2 hit for 7 damage
- Platform Raider 1 hit for 7 damage
- Platform Zealot 1 missed.
- I have a token still there for the Archon but he's already dead. The last attack would apply to the truck, though it doesn't breach hardness.
- Common raider humanoids and vehicles are considered Scouted for your effects
Martin: Hit with main cannon attack on the Gun Truck. This destroys the Gun Truck.
Doc: Drives Tank 55' W. Launches a Sneezing Powder encompassing the Harpooner truck and Jeep. Saves in roll thread, several become staggered.
- Vehicles and Raiders are considered Scouted
Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.
Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.
Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.
Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).
Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.
Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.
Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.NPCs
The Greenwood vehicles continue fleeing at top speed. They seem to be almost in the clear now as raider attention focused on Tank. The exception is the Jeep and its occupants, still stuck onto the Harpooner.
Livestock Truck: With a window granted by Det shooting the Zealot, the Driver shoots the Zealot with a shotgun. Barely clinging to consciousness anyway, he falls off the side. The Buggy runs him over, finishing him off.
Platform Truck [broken]: Now veering off the path, seemingly disengaging.
- Port Gunner: Had put the fire out, but bleed takes him to 0. Dying.
- Starboard Gunner: Tanya's burst takes him to 0, and he's still on fire, so pretty much dead.
- P Zealot 1: Reloads RPG
- P Zealot 2: Succeeds on bot being on fire anymore. Takes two shots, targeting Duende and Tanya. Both miss (Tanya's cover saves her again)
- P Raider 2: Tries to shoot Packer, misses.
- P Raider 1: Taking full defense.
Gun Truck [wrecked]: Taken out by Martin's cannon shot.
Trike 1: Keeps driving after zealot jumped from back. Speeds over toward Gun Truck.
- Trike 1 Zealot: Rolls after being pushed off the tank. Runs 30' toward tank like a madman. It looks like he has pulled out a grenade and is holding it.
Harpooner: Continues forward, still dragging the Jeep behind it.
- Harpooner Zealot 1: Has been killed.
- Harpooner Raider 1: Still trying to free himself from tanglefoot
- Harpooner Zealot 2: Fires a pistol at Packer, misses
- Harpooner Zealot 3: Spray and Pray with his assault rifle. His prayer goes unanswered (all misses)
BuzzTruck [broken]: U-turns, heading toward Tank.
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
Scene / Map / Enemies
Cedar Valley and Greenwood
The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.
___________________________
Map
Grid measurements are accurate.
Tactical Closeup (click to enlarge)
___________________________
ENEMIES
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 5'
-- Trike 1 Zealot: Chasing Tank | Range: 25'
> Trike 2: Prone, out of action.
> Trike 3 Prone, out of action.
> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 30'
> GunTruck Wrecked, out of action
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 75'
- - Harpoon Raider 1 atop Jeep
- - Harpoon Zealots 2 and 3 in the back
> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). All top deck occupants have Partial Cover. Conditions: On Fire [Broken] | Range (at beginning of turn): 65'
- Archon: Dead
- P Raider 1: bloodied
- P Raider 2: bloodied
- P Zealot 1: bloodied
- P Zealot 2: bloodied
- Port Gunner: Dying
- Starboard Gunner: Dying
____________________________
Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen
• Cruiser
• Jeep [Harpooned]
• Dirt Bike
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 18 (Reactive Armor)
Stress: 15
Engine Governor: OffTurn on/off as swift action.
When on, +15' speed, 10 stress per turnCrew Martial Focus: NO
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 20
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 2/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 90/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 5/8 (Doc, Tanya, Martin, Det, Jana) | On Top: limited only by room (Packer, Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
-
Reputation
Devlin has a high opinion of himself, which is at least mostly earned. A highly regarded alchemist and a time manipulator and illusionist of some renown, he is a well-known and accomplished member of the guild with several noteworthy take-downs to his name. He's certainly not a legend yet, but he is clearly self aware about his legacy when he's done. Devlin makes plenty of public appearances on behalf of the Guild (in part where his moniker The Icon comes from), though even with his keen observatory abilities and intellect, he tends to overestimate his personal charm. Still, his skills in the field are unimpeachable, and he is a staunch ally when there's trouble.
-
Alright @Arklytte, pending approval of custom tradition, the mundane sheet, and a very few small talent choices to make final decisions on, I'm going to consider Devlin the Eye-con submitted for your consideration.
-
Refugee Column, Round 4
Outside Greenwood
OOC / MECHANICS
OOC
Round 4... FIGHT! (Tanya and Duende need to make a DC20 ref save). Packer didn't end up needing to use any actions to increase others' AC, though if he has anything to help ref saves, that would help Tanya and Duende.
MECHANICS
Crew Results
Tanya: Hits the Platform Truck with a loadstone shot, the hardness absorbs all damage but everyone else gets +3 on hitting it.
- Common raider humanoids and vehicles are considered Scouted for your effects
Doc: Drives Tank 70' SW. Launches a Drowsy Venom to front bumper intersection of Harpooner. All within the burst fail their save and become fatigued, except for the passenger in the Jeep.
- Vehicles and Raiders are considered Scouted
Martin: Hit with main cannon attack on the Platform Truck, dealing 78 damage (before hardness, etc). It has gained the Broken condition. Bullrush succeeds, driving it into the front of BuzzTruck. The Buzzsaw deals additional damage.
Packer: Reloads from the Speed Rack, and heads topside. Prepares to defend allies.
Det: Puts the governor back on, and fire a really mean shot.
- Archon hit with initial shot, dealing damage. Adjacent raiders suffer Explosive Rounds damage.
-
Archon fails save, Land Mine triggered on detonator sending an Incendiary cone backwards.
- Archon, P Zealot 2, both Gunners, and the truck suffer the full effects of the explosive and are set on fire
- P Raider 1, 2 and P Zealot 1 make the save, only suffering half damage.
- Archon, P Zealot 2, Starboard Gunner, Port Gunner trigger AOOs from Det, all of which connect. Both raiders take additional splash damage.
Duende: Goes agro and shoots lots of stuff. Trike 1, BuzzZealot 1, Harpooner Raider 1 and Harpooner Zealot 2 are all Hit (Zealot 2 twice)
- Trike and Buzz Zealot 1 save against Tanglefoot, suffering the lesser effects
- Both enemies atop jeep fail saves, and are glued to the top, unable to move.
- Vehicles and Raiders Scouted
- Zuki restores Duende's and Tank's Martial Focus
Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.
Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.
Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.
Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).
Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.
Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.
Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.NPCs
The Greenwood vehicles continue fleeing at top speed. The lead buggy pulls around, doing a bit of a loop, seeming to be ready to give assistance.
Platform Truck [broken]: Has taken a lot of damage, but still rolling. All passengers take actions before it moves forward.
- Port Gunner: Leaves gun, spends action rolling on the ground to try and put out fire on himself. Succeeds.
- Starboard Gunner: Suppressing Fire attempt, encompassing all PCs except Martin. Result is 15, which doesn't hit anyone's touch AC. All safe.
- P Zealot 1: Takes a swig of something. 5'step to other side, fires an RPG at Tank. Misses.
- P Zealot 2: Barrage attack vs Duende with a longarm. Unless there is an effect reducing your AC to 15/16, it misses.
- P Raider 2: Tries to shoot Packer, misses.
- P Raider 1: Mostly confused, hurting, checking on Archon. Archon is dead.
Gun Truck [broken]: Continues coming straight for Tank. Fires another burst encompassing Packer, Tanya, Tank. Almost hits Tanya, but between Packer's extra protection and Cover, it misses.
Trike 1: Closes on the Tank, moving to just behind it (barely making it with reduced speed).
- Trike 1 Zealot: Drinks something on the way in. Then leaps onto the tank, planting the thick back end of spear upon landing. The HEAT grenade explodes, doing some damage to the reactive armor Temp HP. The blast encompasses Tanya and Duende for 14 b/p/s damage (ref save DC20 for half). The Zealot is caught in the blast as well, but is still standing atop the Tank.
Harpooner: Accelerates and veers right, pushing the Jeep out of the way. The cord is still attached, which turns the Jeep's backside. The movement brings the remaining occupants of the vehicle through the Drowsy Venom, but they make their saves.
- Harpooner Zealot 1: Stuck atop Jeep, trying to cut away tanglefoot goo.
- Harpooner Raider 1: Stuck atop Jeep, pulls out knife to cut away tanglefoot goo.
BuzzTruck [broken]: After colliding with Platform Truck, swerves, pulls forward and continues chasing refugees (though is mostly losing ground now.
- Buzz Zealot 1: On livestock truck. Though has taken a shot, climbs over the side and scoots along to driver side. Reaches in through window.
(Dust could is mostly dissipating, and no longer offering concealment)
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
Scene / Map / Enemies
Cedar Valley and Greenwood
The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.
___________________________
Map
Grid measurements are accurate.
Tactical Closeup (click to enlarge)
___________________________
ENEMIES
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 5'
-- Trike 1 Zealot: On back of Tank
> Trike 2: Prone, out of action.
> Trike 3 Prone, out of action.
> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 80'
- - Buzz Zealot 1 on side of Livestock truck. Current position has Cover from Tank
> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: [Broken] | Range (at beginning of turn): 95'
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 75'
- - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep
> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). All top deck occupants have Partial Cover. Conditions: On Fire [Broken] | Range (at beginning of turn): 65'
- Archon: Dead
- P Raider 1:
- P Raider 2:
- P Zealot 1:
- P Zealot 2: On fire
- Port Gunner: Bleeding
- Starboard Gunner: On Fire
____________________________
Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen (Zealot in back)
• Cruiser
• Jeep [Harpooned]
• Dirt Bike
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 18 (Reactive Armor)
Stress: 15
Engine Governor: OffTurn on/off as swift action.
When on, +15' speed, 10 stress per turnCrew Martial Focus: Yes
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: No (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 21
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 3/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 100/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 5/8 (Doc, Tanya, Martin, Det, Jana) | On Top: limited only by room (Packer, Duende)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
Refugee Column, Round 3
Outside Greenwood
OOC
New map on Roll20! Ranges and sizes might look a touch different. Hope everyone in the US enjoys their 4th of July weekend.
MECHANICS
Crew Results
Tanya: Activate Advisory Scout, giving Find Gap bonus (-2 AC) to all Tankers 2 rounds.
- Common raider humanoids and vehicles are considered Scouted for your effects
Doc: Continues moving tank southeast. Activates moving target and Sharp Turns to face SW.
- Vehicles and Raiders are considered Scouted
Duende: Attack hits Trike 3. It does half damage to an object. Driver helps trike save against Tanglefoot, but fails save vs Tripwire, taking damage and falling prone.
- Vehicles and Raiders Scouted
- Zuki restores Duende's and Tank's Martial Focus
Martin: Hit with main cannon attack on the BuzzTruck. It has gained the Broken condition. Bullrush fails.
Packer: Puts another Slug in the Speed Loader Rack. Fails sweet spot.
Det: Per discord, removes 25 stress from tank. Makes an opening (now has Improved Cover, enemies have partial cover against her shots). Governor continues to be off (don't need to take action to keep it off), giving +15 speed.
Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.
Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.
Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.
Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.Doc/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).
Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.
Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.
Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.NPCs
The Greenwood vehicles continue fleeing at top speed. The lead buggy passenger is signaling in WayfairerFor those that know Wayfairer:
Using a flag sign that is asking for immediate and emergency help. The communicator also has the wherewithal to accompany it with a hand sign indicating they have the means and willingness to compensate for that assistance. It is an advanced modification that has been known to sweeten the pot a bit when asking another wastelander to put themselves in danger on your behalf.Trike 1: Disengages with Dirt Bike, cutting across refugee formation.
Trike 3: Knocked prone by Duende. Driver and Zealot thrown off taking damage, then run over by the refugee cruiser taking more damage.
• Trike 3 Driver: prone and damaged
• Trike 3 Zealot: prone and damaged
Gun Truck: Continues coming straight for Tank. Fires another burst encompassing Duende (complete miss) and Tank. Crit on Tank, fails to confirm. Damage fails to overcome Tank's hardness.
Harpooner: Still attached to the Jeep and slowing down with it. Zealot and Raider attacking occupants.
• Harpooner Zealot 1: Atop Jeep, attacking occupants.
• Harpooner Raider 1: Atop Jeep, attacking occupants.
BuzzTruck: Hit by main cannon, heavily damaged (Broken). Slows down, losing some position on the Livestock Truck.
• Buzz Zealot 1: In back of Livestock Truck.
Platform Truck: Pulls ahead, coming closer to main formation. Both gunners opening fire.
• Port Gunner: Fires a burst at the dirt bike, narrowly missing
• Starboard Gunner: Begins a sustained fire attempt vs. Tank. Misses quite a bit.
• Other occupants: Archon, Platform Zealot 1&2, Platform Raider 1&2
The vehicles to the rear of the enemy pack are in the midst of a dust cloud kicked up by the pursued vehicles, giving them concealment (noted in enemies tab). In addition, if there is a vehicle in front of a target you are trying to shoot, the one behind has cover (soft cover). Upon a miss in this scenario, there is a 10% chance you hit the vehicle in front.
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
Scene / Map / Enemies
Cedar Valley and Greenwood
The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.
___________________________
Map
(Range has closed to usual tactical range. I've reinstituted the grid. I'm keeping the range rings up for convenience, but you should use the measuring tool on Roll20 for accurate ranges.
Tactical Closeup (click to enlarge)
___________________________
Enemies
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 125'
> Trike 2: Prone, out of action.
> Trike 3 Prone, out of action.
> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 140'
- - Buzz Zealot 1 on back of Livestock truck.
> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: [Broken] | Range (at beginning of turn): 210'
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 225'
- - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep
> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). Conditions: - [Unscratched] | Range (at beginning of turn): 110'
____________________________
Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen (Zealot in back)
• Cruiser
• Jeep [Harpooned]
• Dirt Bike
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 28 (Reactive Armor)
Stress: 15
Engine Governor: Off, +15 speed, 10 stress/turn (turn back on as swift action)
Crew Martial Focus: Yes
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
Speed Loader Round: Yes (loader or gunner may reload as move action)
30 Ammo Capacity
Base Cannon Rounds: 22
AP Rounds: 2
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 4/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 100/100 ammo.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 7/8 (Crew, +Jana)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
-
40 minutes ago, Arklytte said:
You're good, my dude. 🙂
Oh snap! I didn't read carefully enough. Nice.
Devlin the Icon
in The Hunters
Posted
Mythic Advancement and Rebuild Notes