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Paxon

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Posts posted by Paxon

  1. @Arklytte So I'm about 80% of the way through my mechanics, and realized I'm using a 3PP champion class. Thought I would double-check before rebuilding that side of my character. Are mountebank and other 3PP champion classes off the table? (Couldn't be more OP than Sage 😉 ) I'm completely fine redoing it, realizing you were quite explicit about no 3PP material and not wanting to open up any doors you prefer remain closed, but it would obviously be my preferred option to stick with what I have going. 

  2. I have quickly learned, currently GMing a game here, that an option of a roll thread on OGMW is a must. The dice roller here just isn't up to snuff yet to handle anything complex (they're working/going to work on it). It might be fine for a few simple character rolls. I would be quite surprised if Ark doesn't share this opinion. 

  3. The Tanker's Creed

    The Tanker's Creed has been revised and rewritten over the decades, but it has persevered even so. A copy is always kept up within the tank, and some retired members also retain copies of their own (or at least versions of when they around).

     

    At its core, the creed speaks of using the power of the tank to effect good in the broken world, help rebuild it, and defend those trying to do so. The earliest version contained oaths around restoring the US government and following orders of the remnants of the military, but they are long since erased as are those institutions. The current Creed reflects the freedom of the vessel and those who ride it, almost like a pirate ship's charter of old. Though with markedly less actual piracy.

     

    A new crew member is expected to agree to the creed upon acceptance into the crew. However, actual enforcement or strict adherence to the creed varies upon the disposition of any given crew. There is no inherent punishment or imperative to follow the creed, except that which is agreed upon by the entire crew collectively. However, some take it more seriously than others. If you swear an Oath of Honor, you may take up the Tanker's Creed as your Code of Honor. I will not enforce honor loss and gain outside of an Oath of Honor. I'll do my best to remember to call out gains and losses, but it is ultimately up to you to track your honor and ask about whether a particular event is worth gaining or losing honor.

     

    Oath of Honor: Tanker's Creed

    HONOR GAINS POINTS
    Defeat a Kaiju in combat 10
    Defeat a major warlord 5
    Protect a settlement or traveler from immediate danger 4
    Liberate a settlement from oppression by a warlord/gang, if they ask for assistance in doing so 4
    Upgrade the tank with a significant improvement 4
    Return something important to its rightful owner 3
    Offer sanctuary and defend that offer 3
    Roll 30 or higher on a Craft check to create a masterwork item 2
    Roll 30 higher on a Diplomacy or Intimidate check 2
    Roll 30 or higher on a Perform check 2
    Save a valuable resource from destruction 2
    Discover something long lost and valuable 2
    Give away a resource at great personal cost 2
    Complete a contract 1
    Party overcomes a challenging encounter 1
    Give succor to a wastelander in need 1
    Repair the Tank to full working order 1
       
    HONOR LOSSES  
    Allow an innocent to come to harm -1
    Freeze up or be indecisive while commanding the tank -1
    Fail to follow orders of the crew member currently commanding the tank -1
    Ignore a wastelander in danger or need of assistance -2
    Allow the tank to suffer disrepair for more than a week -2
    Directly cause the destruction of a valuable resource -2
    Bring harm to the tank through reckless or negligent action -2
    Bring harm to your crew through reckless or negligent action -3
    Abandon someone you agreed to protect -3
    Disrespect a local law or custom after you've agreed to uphold it -3
    Party flees an easy combat challenge -3
    Renege on a contract you made for assistance -4
    Steal something from a rightful and honorable owner -4
    Betray your word, once given -5
    Be directly responsible for the death of a charge under your protection -10
    Be directly responsible for the death of one of your crew or the destruction of the tank -20

     

    Decision Making:

    Both for the sake of the charter and for the sake of the game (IC and OOC), normal decisions are handled by a proposal and a second. For example, when faced with a decision, any player may offer a course of action (let's cross the bridge, we should fight that monster, let's ally with the Steelmonger on this one). If someone seconds it, I'll give a small amount of time for objections or discussion (a day or two real time), otherwise we proceed in that direction. If there is strong objection, we hash it out IC/OCC until the majority agree one way or another (vote, if needed, or otherwise if one arguing side changes their mind).

     

    Major decisions are handled by a vote, which must be unanimous (or at least, any person can veto a course). Major decisions would include taking on a new crew member, making a very significant modification to the tank, or accepting a contract.

     

    Tactical decisions, i.e. those made for the tank in combat, are made by whoever is in the commander's seat. The other positions are not required to follow those orders, per se, there will simply be whatever IC interpersonal consequences come about from not doing so (and a small honor loss if you have adopted the Tanker's Creed as an Oath of Honor). In the heat of combat, the gunner may decide on a different target or the driver may decide to go a different direction than the commander instructs. Sometimes those may prove to be the right calls. Sometimes the commander may need to reinforce their authority after the action. This will simply be the tension and RP of the game.

     

    Shares and Owners:

    The tank was never owned by a single person in particular. The first charter set the tank as to be owned equally by all primary shareholders (i.e. the crew). Likewise, spoils of combat and salvage found are to be divided equally among the shareholders, as well as payment for contracts performed. When an apprentice or auxiliary crew is brought on, they are given a lesser payment based upon an agreed and negotiated fee. Once an apprentice is invited to join the crew in full, they are considered a shareholder with equal privileges. While there have been past crews who altered the terms of division (for instance when they have a designated "Captain" entitled to a greater share), the current terms are for an equal split. Individual crew are entitled to pursue side hustles (like selling crafted goods or performing for money), jobs, and to find their own loot (i.e. if they happen upon something valuable while the crew is considered "off duty"), as long as none are to the detriment of the operations of the crew as a whole.

     

    Repair, maintenance, and arming of the tank takes considerable funding. Often, the crew will decide on "The Tank's Share" of the loot. That is, they set aside a share's worth of any valuables in order to supply the tank with any needed fuel, ammunition, or parts. That will be up to the players to decide, otherwise they must work together to come up with the funding for any of these things. 

  4. Tank Actions

    There are several "positions" crew members can occupy and operate while in the tank. These positions are not set for your character, rather any member of the crew can occupy any position (only 1 crew at a given time for each position). These positions offer certain actions you can take or bonuses you can give out while operating the tank. It takes a move action to occupy a position. A crew may use movement as part of occupying or leaving a position, moving themselves into or out of the tank (as long as hatches are open). It costs an additional 5' of movement to move through a hatch, and 5' of movement to occupy/leave a position. So for example, a crew member could move from the gunner seat (5') through the top hatch (5') to a rear corner of the tank (10') jump down and move an additional 10' - using 30' of movement.

     

    Each member of the Crew is given a key, which they can use to open or lock hatches, and turn on the tank. You should, somewhere on your sheet (probably where you determine equipment), mark where you keep this key.

     

    The positions and their actions are as follows:

    Commander

    Generally sits/stands with head or upper body poking out of the top of the main turret (Cover). May close the hatch (Total Cover) and observe through a periscope-like device instead, with a -2 to perception checks. The Commander serves as the primary lookout, observing the battlefield situation from the best vantage point. The Tank can be driven and fired from the commander position (i.e. operated solo), albeit not very efficiently.

    • Field of View: May make unobstructed perception and knowledge checks at the usual action cost (Other position at -4 perception)

    • Commander Fire: Fire the main cannon as a full-round action. This counts as an attack action.

    • Fire the top-mounted weapon as a Standard action (as a normal attack)

    • Commander Controls: Drive the Tank up to its speed as a Standard action, see Driver section for more details

    • Giving Orders: May use the Aid Another action on other crew members or the Tank as a move action

     

    Gunner

    The gunner occupies the seat in the primary turret. They have control over swivel and elevation of the turret, and also have a machine gun cannon next to them to use against personnel. The turret may fire anywhere within a 90 degree arc of its current facing, but swiveling it beyond that requires an additional action. They are able to reload the main cannon, but need to move around to do so, spending a standard action. When firing the cannon, the gunner uses their character's BAB (rather than the "Crew" BAB) and may use either their Int or Dex modifier to calculate their total attack bonus.

    • FIRE! Fire the main cannon as a standard action. This counts as an attack action.

    • Mini-gun: Fire a mini-gun in the same direction the turret is facing (200' line attack, 5d8 damage, ref half).

    • Swivel the turret up to 180 degrees as a move action.

    • Fire a secondary weapon in the same direction as turret (if one becomes attached later).

    • Make a called-shot as a Full-round action (as normal called shot rules)

    • Acquiring Target: Line up a shot through minor adjustments, using a move action. +2 circumstance bonus to attack roll

    • Gunner Reload: Reload the main gun as a standard action

    • Straight Down the Barrel: As a standard action, may point the barrel of the main gun at a target and make an intimidate check, using the Crew's level + practitioner ability modifier for the check. Regain Martial Focus.

     

    Driver

    The drive sits at the front of the tank and looks through a well-protected viewport to drive the tank forward. Their main priority is moving the tank to the most advantageous positions. The Tank moves more like a creature than by vehicle rules, with several exceptions.

    Movement

    • Move: Move the tank up to its speed. This can be done as a move action, standard action, or both (moving twice per turn).

      • Facing: The tank is much bigger and bulkier than a standard creature. Each change of the direction it is facing by 90º costs 5' of movement. Changing facing also changes the orientation of the turret an equal amount

      • If the Tank does multiple turns during a single action of movement (a zigzagging path), a successful Drive (or relevant profession) check DC20 allows only the end change in facing to count for movement cost.

      • The tank can veer in a direction rather than fully turn (representing turning less than 45º). This means that for every two spaces it moves forward it can move 1 square laterally.

    • Charge: Full round action to move up to twice speed, and make vehicular combat maneuver at the end of the movement at +2 to CMB. Ending the Charge with a Vehiclur Ram maneuver adds 1.5x STR to the ramming damage (rather than just 1x). Otherwise follows most rules for a charge.

    • Withdraw: Follows normal withdraw rules.

    • 5 foot roll: Like a 5'-step, if the tank hasn't otherwise moved for the turn, it can move 5' forward or backward, and/or turn in place up to 90º.

    Vehicular Combat Maneuvers. The Driver uses the vehicle base CMB (+4) plus their own BAB+Drive modifier to make a combat maneuver check. Whenever the tank would enter a square occupied by another creature/vehicle/object, it makes one of the following maneuvers.

    • Vehicular Overrun: Against something smaller, the Tank can move completely through its space. The creature being overrun can choose to let the tank pass. If it does not, the driver makes an Overrun check against it. Failure means the Tank does not pass trough. Success of 5 or more means the Tank also does its ramming damage (6d6+14) to the creature, and knocks it prone. Creatures two sizes or more smaller cannot choose to get out of the way. Full details.

    • Vehicular Ram: Against something the Tank's size or bigger, moving into the target's space delivers ramming damage to the target. Normally, the ramming vehicle also receives half the damage dealt. The Tank is heavily armored in front (is considered to have a ram for the purpose of receiving damage) and does not receive half ramming damage when ramming in the direction it is facing (it would if it backs into something or side-swipes). Full details (scroll down).

    • Vehicular Bullrush: As a swift action, you may replace any overruns you make with bullrushes until the end of the turn, pushing the vehicle/creature away without doing harm. If you exceed the target's CMB by 5 or more, you may choose to apply Ramming damage. Either way, for every 5 by which you exceed the target's CMD you may move it an additional 5'. Normally you may not move it into space occupied by another vehicle/object/hazard (some talents/feats may change that). Full details

    • Feats and Talents: Any feats or talents a tanker or The Crew possesses which modify Bullrush and Overrun maneuvers also apply to the above Bullrush/Overrun maneuvers. Ram isn't actually a maneuver, but some effects which modify Bullrush might possibly apply to Ram.

    • Reach: Since the Tank has no limbs or melee weapons, it has an effective reach of 0 and threatens no squares. However it can take the Shove action from the Brute sphere against any creature/vehicle it is adjacent to, as well as some similar actions that would be a touch attack.

    Other Actions

    • Evasive maneuvering: as a swift action, give the tank a dodge bonus to AC equal to half the driver's ranks in Drive, but the tank suffers a -2 penalty to attack rolls.

    • Steady maneuver: As a move or standard action, move the tank no more than 10'. The tank receives a +2 circumstance bonus to attacks from the main cannon until beginning of next turn if you make no more movement.

    • Fire secondary weapon: Fire a forward facing Machine Gun (may only target in front of tank) as a standard action.

     

    Engineer

    The engineer occupies the position nearest the Tank's engine at the rear. They should be trained in engineering the tank (min Knowledge: Engineering 3). They are able to push the engine beyond normal limits, and make quick repairs as needed. Not all repairs will be able to be made from inside the Tank.

    • Push it: as a swift action, disable the governor on the tank's engine, giving it a boost of speed. The tank gains +10' speed, +5 per five ranks in Knowledge: Engineering. Each round this is active, the Tank takes 10 stress.

    • Overdrive: As a Standard action, you throw every system into a heightened state, giving the tank a bonus to all attack rolls, skill checks, ability checks, and saves equal to +2, +1 per five ranks in Knowledge (Engineering) for 1 round. The tank takes 10 stress.

    • Add Reactive Armor Panels: As 1 round action, give the tank Temp HP equal to the results of a Craft (mechanical/armor) check. You must crawl on the outside of the tank as part of this action. Further uses of this ability replace previous uses.

    • Battlefield Repair: As a standard action, you may suppress one condition listed under Heroic Resolve (without expending martial focus) for a number of rounds equal to your ranks in Knowledge (Engineering).

    • Keep It Running: You may, as a standard action, reduce the stress on the tank by 5 by succeeding on a Craft (mechanical) check with a DC of 15. You may increase the DC by increments of 5 to reduce stress by 5 more. You may not take 10 or 20 on this check while in combat.

    • Engine Control: The Engineer can drive the tank at a slower pace, using a move or standard action to move it half its speed. This action can't be performed if the tank has already moved its speed this round (and taking the action precludes other positions from moving the tank).

    • I'm Giving It All She's Got! As a standard action, you may expend your personal martial focus to regain the Crew's martial focus. You may give the tank 10 stress to do this as a move action.

    • Mini-Gun: You may fire any of the side or rear facing machine guns.

     

     

    Loader

    The loader's primary job is to efficiently load the cannon so that it keeps firing. They also keep the secondary weapons well-supplied with ammo, utilizing the tank's mill. Plenty of strength is required to work this role most efficiently.

    • Load: As a standard action, load the main cannon

    • Rack 'em up: As a move action, you may make a Strength check DC 15 to place a cannon round on a special loader rack. Once placed, the cannon can be reloaded in one step less (so a move action currently) by either the gunner or loader.

    • Sweet Spot: The old gun can be temperamental, but if ammo is placed in the breach just right, it flies truer. As a swift action when they reload the cannon, the loader can make a Wisdom or Intelligence check DC 15 to give the next attack with the cannon a +2 circumstance bonus to attack and damage.

    • The loader may add alchemical or other types of components to cannon ammunition if they have the requisite talents.

    • Need More Ammo: Can mill ammo or parts in a hurry. As a full round action (or standard by expending their own or the crew's Martial Focus), the loader can add 4 temporary uses of the machine gun or launcher, or 1 temporary use of another gadget (like a detonator) for the crew. These are very make-shift gadgets, and will quickly fall apart or become inert, disappearing after 10 rounds.

    • Mini-Gun: The loader can fire any of the side or rear facing machine guns.

     

    All Positions

    • All Adjacent: May use the Aid Another action on each other if they are operating the tank

    • Gadgets: May use the Crew's gadgets while operating the tank

      • Detonators

      • Launchers, including Permanent Gadget Launcher (4 uses)

      • Hook and Pulley, including permanent version (4 uses)

      • Grapple Gun (Proceed with cautionThere is a function of the grapple gun that allows you to sip up to a wall or even ceiling. I'm actually not going to limit what you CAN do with this ability, the steel cable is strong, but what you SHOULD do with this ability is another matter. The tank is not exactly agile about landing on its feet.)

      • Steam Release

    • Viewports: Any creature within the vehicle may create an opening as a move action, reducing this bonus to Improved Cover (+8 to AC, +4 to Reflex saves), to allow him to still make attacks and interact with targets outside the vehicle. When making an attack in this fashion, targets outside the vehicle gain partial cover against attacks originating from inside the vehicle (+2 AC, +1 Reflex saves).

    • Hot Swap: May swap positions with another occupant, using up both character's move actions for the round (if the off-turn character's action has already been used, it uses their next round's action). This may be done against an unwilling target, making a reposition or grapple attempt vs their CMD.

    • Veteran Tankers: All crew members are so accustomed to getting around their tank, they do not need to make any climb checks to get on top or any acrobatics checks to move around in or on the tank while it's moving. These checks may still be required in more extreme circumstances.

    • Mounted: When on the tank, occupants are considered Mounted, and take associated penalties if trying to make an attack while the vehicle is moving at high speeds. There are no penalties for moving up to 2x the tank's current speed. 2x and above gets a -4 penalty. Moving at Run speed incurs a -8 penalty.

     

    OTHER NOTES:

    • It may be contrived with a full crew to be able to fire the main cannon more than once per round. This is allowed, but each additional time it is fired per round, the tank takes 20 stress.

    • I will be allowing tank-related permanent inventions to be created through the Greater Craftsman insight, and they will be able to be affixed to the tank. Space and load restrictions may end up becoming a concern, and inventions should somehow fit as tank upgrades/add-ons. This uses a process similar to crafting magic items, and multiple crew members can participate to reduce time.

     

    Ammunition Manufacturing

    The main cannon is a specialty bore that only accepts rounds created or modified by the onboard ammunition production manufactory. Fortunately, this system can also modify found or purchased rounds to be fired from the main gun. It also manufactures ammunition for the built in Machine Guns placed throughout the tank. 

    • The Tank has capacity for 12 uses of the Machine Guns and 30 shots from the main cannon. 
    • A hopper that can be accessed internally or externally at the rear of the tank compacts and stores up to 500 lbs of "raw material" which is mostly metals salvaged throughout travels.
    • Each round for the main cannon consumes 50 lbs of scrap material, or 25gp worth of supplied materials available for purchase.
    • Restoring the 12 uses per day of Machine Gun ammunition consumes 10 lbs. Using the Loader action to produce 4 uses of MG ammo also consumes 10 lbs (less efficient).
    • The main cannon rounds produced by the ammo mill are simple slugs, little better than cannon balls. They deal 8d6 B/P damage to their target.
    • Crew may also acquire more sophisticated tank ammo, as detailed below.

    Tank Ammo

    • High Explosive: Deals 8d6 B/P/S damage to target and in a 30' radius (Ref save DC20 for half). Splash damage is not increased by vital strike or critical hits. 300 gp.
    • Armor Piercing: Deals 8d6 B/P/S damage, and splash damage in a 5' radius. Ignores 10 DR/Hardness to the target of a direct hit. 350 gp.
    • Canister: Anti-personnel shot. Deals 8d6 B/P/S in a 30' cone from the end of the gun, extending to the end of its first range increment. Ref save DC25 for half damage. Deals half damage to objects. 350 gp.
  5. ...Fire!

    Outside Greenwood

     

    Tia lurched into action as the Tankers went about their business with the professionalism they'd come to expect from one another. Staying reasonably steady while quickly chewing up ground, the Tank moved to gain better positioning on the raiders to assault with their main cannon. Tanya, Doc, and Duende were able to get a good enough idea of what they were facing. These "Wrathful" liked to claim morale superiority and a divine mandate, but they were little better than any other violent gang of thugs. They took what they wanted, hurt who they wanted, and moved on to the next victims. But they had numbers, and the amount that surrounded the town looked overwhelming, even for Defiant. At least the ones giving chase to the escapees were a number they could handle. Their vehicles were sturdy and well-built enough, modified for an intimidating look and interesting offensive capabilities. The raiders themselves were nothing special in the rank and file. Violent people with weapons and the will to use them. They had true psychos in their midst though. The ones known as Zealots had better weapons, better skills, and often drank a concoction in battle that made them fight with fearless abandon. They were known at times to carry anti-vehicle weapons that could give Tia some trouble. They could be recognized by an even higher than usual proliferation of tattoos as well as thick face paint.

     

    The Tank powered over ground to the east, engine screaming with Det's manipulation, finding some clear firing lanes. Duende took his shot, and it was true. His enhanced round impacted against the trike driver, exploded in a bright flash and splay of wires, and dropped the man off the side of the vehicle nearly instantly. The zealot on the back tried to hop forward to take control, but the vehicle quickly wobbled then rolled, sending the zealot tumbling and skidding on the ground.

     

    Soon thereafter, the Boom Box swiveled and La Chancla erupted in fire and thunder. Martin saw the impact light up as a bright spot in his heat sensitive overlay as the round struck the raider truck. An explosion of glass, metal, and flame erupted from the impact spot, and the truck was knocked from its trajectory, careened across the road, and crunched into the vehicle with big buzzsaw on front. Somehow it was still driving, but the passenger side of the cab was caved in, and the wheel on that side was wobbling dangerously. A familiar clunk signaled another round locking into place, ready to fire, confirmed by Packer's words.

     

    "Yeah! Get some!" the Crew heard Jana call out, as she grabbed tightly to a handle above the small viewport she was looking through.

     

    Now facing the sudden appearance of a gargantuan mobile cannon, the pack of raiders shuffled around in alarm. Jets of blue flame erupted from the back of some of the trucks as they burned forward, closing even faster on the escaping convoy.

     

    The Buzzsaw Truck accelerated after being collided with, catching up with the livestock carrier in the refugee column. A shower of sparks and splintering wood shot into the air as the oversized saw took a bite out of the truck, causing it to buck. A Zealot climbed from the bed and launched himself forward, landing and rolling on the livestock truck, trying to regain his balance among the jostling animals in back. 

     

    The Harpooner vehicle was the only one of the raiders to decelerate, as it reeled in the jeep it had speared. It crunched against the back of its captive. Two figures ran out and jumped across the vehicles now that the gap was completely closed. One of them grabbed on for purchase, while the other jabbed some kind of spear through the windshield attacking the driver. The side of the jeep was subsequently raked with machine gun fire as the big platform truck pulled up alongside and the gunner sprayed lead into the vehicle. Now that they were closer, the Crew could see that land-frigate positively bursting with raiders on its upper deck. The man in front, with a crucifix staff and armor on under his robes, was gesturing around him and clearly vocalizing. This vehicle has its own speakers attached, or rather a pair of very large bullhorns. Even over the rumble of the tank, the Tankers were close enough that some of them could hear what almost sounded like a sermon being amplified by those speakers, rhythmic in cadence and full of fire and brimstone. The nearby raiders seemed all lathered up in battle-lust by the words. 

     

    The pair of remaining trikes flanked the formation. On the west side one pulled alongside the figure on the dirt back, hacking at him with a polearm. The one flanking on the east zipped into the middle of the column, the rider on the back turning and firing a longarm into the car behind it. 

     

    The flash of a muzzle sent instinctive warning to those still exposed on Tia. The truck with the gun turret they'd attack was trying to return fire. Tracers arced toward the Tank, but the with the distance and bumpy road, their trajectory was erratic. There was little chance of being hit at this range, but a pair of otherwise harmless pings off Tia's hull reminded them there was always at least a little danger when lead was flying. The rest of the burst flew by well overhead or churned up the dirt in front of them.

     

    The escapees kept speeding along the road, with the lead buggy heading up the column. A figure popped up out of the top of the buggy, goggles on her face and long dark hair streaked with grey whipped around by the wind. She urgently waved a small, bright yellow flag, while simultaneously making a cupping motion with the other. It didn't really even take much knowledge of Wayfairer sign to understand she was asking for help, and quick. It was likely a redundant gesture given Tia already blasting away at the enemy, but the request was made nonetheless.

     

    "That's my ma!" Jana shouted, "We gotta help them."

     

    OOC

    Trying another re-arrangement. I want a little more flexibility in the mechanics section formatting-wise, so I'm going to try just leaving it outside a spoiler below.

     

    Positions are updated on Roll20. Not quite at the range I want to switch to actual squares yet, so basic ranges and headings should still do fine for now. Don't hesitate to pipe up if I missed anything from the previous round of actions.


    MECHANICS

    Crew Results                  

    Tanya: In the turret hatch, crewing the LMG. Centers Coordinated Reflexes tactic on new position for Tank.

    - Common raider humanoids are considered Scouted for your effects

    Doc: Moves the Tank 350' East, turns its facing to SE near end of movement.

    - Vehicles and Raiders are considered Scouted

    Duende: Attack hits driver of Trike 2. He is taken below 0, and I'm going to apply the massive damage rule here and say he's straight up dead. 

    - Vehicles and Raiders Scouted, including driver and lancer of Trike 3

    - Zuki restores Duende's and Tank's Martial Focus

    Det: Gets to Engineer position. Successfully overdrives the Tank, +15 speed, +3 to rolls, +20 Stress. Succeeds on knowledge check.

    Martin: Hit with main cannon attack on the Gun Truck. It has gained the Broken condition. Bull rush also succeeds, pushing the GunTruck 15' south, which in turn makes it collide with BuzzTruck. Ordinarily they'd just bump, but since Crew has MF back, Hammer will apply an additional 2d6 damage to both GunTruck and BuzzTruck as they collide.

    Packer: Loads a new slug with Sweet Spot +2 bonus, and puts another Slug in the Speed Loader Rack.

    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.

    Several of the enemy vehicles accelerate after the Tank's attack, blue flame and heavy smoke spewing from tail pipes. This beings them more in the midst of the escaping vehicles. 

    Trike 2: The driver is knocked off and killed by Duende's shot. The rider on the back fails the roll to take control, trike flips, rider takes falls rolls and takes damage.

    Gun Truck: Heavily damaged (Broken condition), moving slower, but still running, the gunner fires a burst at the Tank (encompassing Tanya and Duende within the line of effect) but fails to successfully hit anyone.

    Harpooner: Reels in the Jeep, ramming the back for vehicle damage. A Zealot and regular raider hop from the Harpooner onto the Jeep, the zealot stabbing with a polearm and hurting the driver. 

    BuzzTruck: Rams Livestock truck with Buzz Saw dealing damage. A Zealot leaps from the truck onto the Livestock truck. 

    Platform Truck: Pulls closer to the escapees. Side gunner fires into Jeep. Archon on front is preaching and gesturing.

    Trike 1 and 3: Maneuver closer in on convoy. Trike 1's zealot hacks the dirt bike rider with a bladed polearm. Trike 3's zealot turns and attacks the cruiser behind her with a rifle (miss).

     

    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

    K:Local DC20 (DC10 for Det): These raiders are a splinter group of the Disciples, a violent clan with a religious veneer, using whatever dogma best justifies them doing whatever they want. This particular sect is known as the Wrathful, and have been a growing threat in the region. Though they need little justification for carnage and chaos, they tend to strike settlements rich in resources with overwhelming numbers if they don't immediately give them everything they demand. They have a bunch of regular violent types, but also employ true Zealots who guzzle mind-altering concoctions and commit to violence with little regard for self-preservation.


    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

    Roll20 Link

    (You'll see circles around the Tank, each one representing 100'. This will help determine range to targets (I only included 1200' worth, but the main cannon's full range is 3000', with 300' increments. The tank icon isn't necessarily "to scale" at this point, I'll adjust sizes if and when distance is closed)

    Tactical Closeup (click to enlarge)

     

     spacer.png

    ___________________________

    Enemies

    Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 590'

    Trike 2: Prone, out of action.

    > Trike 3 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 550'

    > BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Lightly Damaged] | Range (at beginning of turn): 650'

      - - Buzz Zealot 1 on back of Livestock truck. 

    > GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: Concealment [Broken] | Range (at beginning of turn): 800'

    > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 775'

     - - 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: Concealment [Unscratched] | Range (at beginning of turn): 750'

    ____________________________

    Other NPCS

    Group of escapees from Greenwood

    • Off-roader buggy

    • Bus

    • Truck with big fuel tank

    • Hauler truck with trailer

    • Truck with livestock pen (Being attacked by BuzzTruck)

    • Cruiser (Being attacked by Trike 3)

    • Jeep [Harpooned]

    • Dirt Bike (Being attacked by Trike 1)

    • 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: 20

    Crew Martial Focus: Yes

    _______________________

    Main Cannon

    PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments

    30 Ammo Capacity

    Base Cannon Rounds: 23

    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.

    LauncherLaunch 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

     

    Updated Positions after Doc moves the Tank:

    image.png.44144822b4aa0954c70fa2735baebd7e.png

    Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (current): 375'

    Trike 2: Prone, out of action.

    > Trike 3 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (current): 260'

    > BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Lightly Damaged] | Range (current): 380'

      - - Buzz Zealot 1 on back of Livestock truck. 

    > GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: Concealment [Broken] | Range (current): 500'

    > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (current): 590'

     - - 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: Concealment [Unscratched] | Range (current): 580'

  6. Going to try putting some rolls here and see how it goes...

     

    Trike Rider 2 attempts and fails to gain control of Trike 2 after driver taken out. It goes out of control and he falls off.

    Harpooner vehicle reals in the Jeep, ramming it from behind. Harpooner Zealot1 hops out of the back and onto the jeep, stabbing its driver.

     

    Buzzsaw truck speed boosts, rams Livestock truck with its saw. Buzz Zealot 1 successfully jumps onto Livestock Truck.

     

    GunTruck's gunner tries to fire an automatic burst catching Tanya, Duende, and the Tank in a line. The penalties are too much, and all attacks fail.

  7. Devlin spacer.png


    This is the body of the post.

     

    "Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

     

    Then he took action...

    OOC and Mechanics

    OOC Comments:

     

    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 strike

    Masterwork 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

    Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP

    Defense Options

    Saves

    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: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)

    Silver Pendant protections: 15/15

    Nullsteel uses: 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

     

     

  8. Equipment

     

     

    Primary Equipment

    +8 Masterwork Flask Thrower | enhancements+5 Enhancement Bonus [5]
    Distance quality (x2 range, 40') [1]
    Seeking (ignore concealment miss chance) [1]
    Arcing (ignore cover) [1]
     

    +8 Chronometer Bracer (implement) | enhancementsTime sphere implement
    +5 enhancement bonus [5]
    +1 extra sphere: Illusion [1]
    +1 extra sphere: Destruction [1]
    +1 extra sphere: War [1]

     

    Equipment List

    ITEM COST QTY Weight
    Masterwork Flask Thrower 325   4
    MW Light Crossbow 350   4
    Alchemists Lab 200   40
    Alchemy Crafting Kit 25   5
    Masterwork Artisans Tools 55   5
    Healer's Kit x10 (50 each) 500 10 10
    Masterwork Instrument 100   3
    Surgeon's Tools     1
    Advanced Study Guide 40000   1
    Pocket of Holding 200    
    Bandolier of Grenades 900   1
    Bottomless Flask 1000   1
    Lesser Wizard's Cube of Gaming 500   1
    Scholar's Silver Amulet 1500   0.5
    Explosive Chemicals Kit 3000   2
    Spider Sack 30   1
    Pre-Expenses 330    
    TOTAL 49015   79.5

     

    Cash: 985gp

     

     

    Storage

    BackpackAlchemist's Lab
    Lute
    Artisan's Tools

    On PersonMost Alchemical Items

    Pocket Space5x Healer's Kits
    Wizard's Cube of Gaming
    Advanced Study Guide

    Pocket of HoldingAdditional Alchemical Items

     

    Alchemy

    CRAFTING ALCHEMY SPHERE FORMULAE

    15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

    30 minutes to craft all formulae (up to 16).

    Usual Lineup:

    • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

      Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

      Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

      Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

      Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

      A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
    • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
    • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
      DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
      DC 40: Frightened, blinded, paralyzed, stunned.
    • [2] Salves: DC65 to increase healing by 25 (7d8+40)
    • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
    • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
    • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

    Brew Stable Formulae:

    A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 

    If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

    L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

    L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

    L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

    L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

    L1 Panacea+Salve = 40gp = DC40 (full effect) + 5 increments (salve) = 1 hr = End status effect + heal 1d8+40 hp

    LevelsTimes reduced by half (Craftsman)
    1 = 20gp = 1 hour (1d8)
    2 = 40gp = 1 hr (1d8)
    3 = 60gp = 1 hr (2d8)
    4 = 80gp = 1hr (2d8)
    5 = 100gp = 1 hr (3d8)
    6 = 120gp = 1 hr (3d8)
    7 = 140gp = 1 hr (4d8)
    8 = 160gp = 1hr (4d8)
    9 = 180gp = 1 hr (5d8)
    10 = 200gp = 1 hr (5d8)
    11 = 220gp = 1 hr (6d8)
    12 = 240gp = 1 hr (6d8)
    13 = 260gp = 4 hrs (7d8)
    14 = 280gp = 4 hrs (7d8)
    15 = 300gp = 4 hrs (8d8)

     

     

    CRAFTING TRADITIONAL ALCHEMY

    Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)

    Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

    Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)

    Craftsman: Craft mundane item in half normal time

    Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

    • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
    • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
    • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
    • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
    • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
    • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
    • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
    • Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire

    ALTERNATE CRAFTING

    Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

     

     

    MUNDANE ALCHEMICAL ITEMS

    The following are mundane alchemical items worth less than 25gp. Master list.

    Alchemist's Fire oil 20gp, 1lb'

    Stink oil 15pg, 1lb

    Buoyant Balloon 10gp, 1lb

    Sunrod 2gp, 1lb

    Water Purification Sponge 25gp, 1lb

    Bloodblock 25gp, - (+5 heal)

    Bodybalm 25gp, - (+5 heal long term)

    Clear Ear 25gp, - 

    Mellowroot 25gp, -

    Smelling Salts 25gp

    Soothe Syrup 25gp

    --

    Acid 10gp

    Alchemical cement 5gp

    Alchemical glue 20gp

    Alchemical solvent 20gp

    Alchemist's kindness 1gp

    Alkali flask 15gp

    Dimmer dust 25gp

    Elemental flux 20gp

    Impact foam 25gp

    Hobgoblin war draught 10gp

    Noxious aromatic 15gp

    Foaming powder 10gp

    Scent Cloak 20gp

    Shadowcloy 25gp

    Smoke Pellet 25gp -

     

    Memories

    22 Available Mental Archive Memories

     

    Current Memories:

    1. Maps of Oculus
    2. Book on Beholders
    3. Book on Beholders 2
    4. Book on Cyclops
    5. Book that includes cyclops and other minions

     

  9. MECHANICS

    Stats, bonuses, action menu will go here

     

    Mechanical Summary

    Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

     

    In combat, he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

    Balance Stats

    Magical Statistics

    All Day Stats: 

    • All Day AC: 50, 46 vs touch
    • All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses
    • All Day Attack Bonus and Damage Dice, both melee and ranged: 
      • Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63)
      • Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range
        • +6d4b (avg 15) for a Cherry Bomb, might be most common
        • +8d6 (avg 28) fire for improved alchemist fire
        • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
        • Can add energy strike destructive blast for additional 8d6b (avg 28)
        • or make it a standard barrage at +28/+28 for some combination of above on each hit
    • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
      • Practitioner DC: 30
      • Traps DC: 32
      • Time/Illusion DC: 35
      • Other Spheres DC: 30
    • Hit Points: 210


    Nova Stats: 

    • Nova AC: 57, 53 touch conditions
    • Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals
    • Nova Attack Bonus and Damage Dice, both melee and ranged: 
      • Melee Unarmed Strike +39 attack for 24d8+6d6+16d6+53 (avg 238) damage conditions
        • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23
        • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354
      •  Ranged Thrown Formulae +46 attack for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditions

        • Fort DC36 or deafened/blinded 1d4+1 rounds 
        • If within 30' Soul Strike and Ankle Strike
    • Nova Save DC/Damage for Special Abilities:
      • Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds. 
      • Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action
      • Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast
        • Both of above can be delivered as Time Strike
      • Shadowmark: ranged touch attack 7d8 and -3 will saves
      • Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects)
      • Illusions:
      • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
        • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
    • Significant Temporary/Long Term HP Boosts:
      • 6d4 Temp HP for 1 hr via Vitalizing Vodka
      • Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min


    Group Contributions: 

    • Position-Dependent Effects:
      • Momentum - a momentum pool of 31, within 30' allies can spend momentum to...
        • Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack
        • Resilient Momentum: spend 1 momentum when taking damage to reduce by 15
    • Optional Boosts:
      • May cast Shadow Shield on you, as above in HP section
      • May cast suppression, making it hard to see you
      • May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now
    • Constant or Daily Boosts:
      • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
    • Healing:
      • Salves: Heals 7d8+35 HP, can use 22x/day each person
      • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
      • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
      • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


    Resistances and Immunities: 

    • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
    • Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold
    • Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25.
    • Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


    Senses and Stealth: 

    • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
    • Temporary Senses: Past sight, can see the past at short range, up to days in the past
    • Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action.

    Non-Magical Statistics

    All Day Stats: 

    • All Day AC: 46, 46 vs touch
    • All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses
    • All Day Attack Bonus and Damage Dice, both melee and ranged: 
      • Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS)
      • Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range
        • +6d4b (avg 15) for a Cherry Bomb, might be most common
        • +8d6 (avg 28) fire for improved alchemist fire
        • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
        • or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit
    • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
      • Practitioner DC: 30
      • Traps DC: 32
    • Hit Points: 210


    Nova Stats: 

    • Nova AC: 50, 50 touch conditions
    • Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals
    • Nova Attack Bonus and Damage Dice, both melee and ranged: 
      • Melee Unarmed Strike +36 attack for 12d8+6d6+23b damage conditions
        • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23
        • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _
      •  Ranged Thrown Formulae +38 attack for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditions

        • Fort DC36 or deafened/blinded 1d4+1 rounds 
        • Ankle Strike if within 30'
        • Possibly add trap with trap launcher
      • Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damage (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit). 
    • Nova Save DC/Damage for Special Abilities:
      • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
        • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
    • Significant Temporary/Long Term HP Boosts:
      • 6d4 Temp HP for 1 hr via Vitalizing Vodka


    Group Contributions: 

    • Position-Dependent Effects: -
    • Optional Boosts: -
    • Constant or Daily Boosts:
      • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
    • Healing:
      • Salves: Heals 7d8+35 HP, can use 22x/day each person
      • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
      • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
      • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


    Resistances and Immunities: 

    • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
    • Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold
    • Damage Reduction: 4/Cold Iron. SR 25.
    • Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


    Senses and Stealth: 

    • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
    • Temporary Senses: -
    • Stealth Effects: May make stealth checks to hide even when observed

     

    Bonuses

    Transformation

    Eternal Transformation: Humanoid = Animalistic 

    • Speed = 100'
    • Sprint: 1/min, increase base speed by 60' for one round

    Improved Transformation: 3 more traits

    • Agile: Evasion
    • Agile: Uncanny Dodge
    • Elemental: Elemental Empowerment - electricity

     

    Defense

    AC

    10 base

    +10 dexterity bonus

    +8 armor (unarmored training, also applies vs touch)

    +4 Natural (Inhuman Resilience)

    +18 Dodge (prescient dodger)

    • scouted +4 dodge (identify rhythms)
    • Haste: +3 dodge

    Saves

    Fort +11 / Ref +19 / Wil +15

    +5 resistance all (Inhuman Resilience)

    +4 morale all (Imbued Greater Courage)

    -2 all, but roll twice on all saves (The Fool)

    • +1 (circumstance) all while drunk (double chug)
    • +3 reflex with Haste
    • +2 vs spell stuff (Spellhardy)
    • +5 vs Emotion effects (1hr, Calming Cider)
    • +5 vs Pain effects (1hr, Painkilling Perry)
    • +5 vs Sleep effects (1hr, Wakeful Whisky)

    Resistances/Vulnerability

    Electricity 20 (Energy Resistance Boon)

    Fire / Acid 5 (Variation, vulnerable to cold)

    Silver: SR 25 while wearing pendant, but need to be re-attuned (1 hour) after 15 "uses"

    Damage Reduction/Mitigation

    4/cold iron (Damage reduction origin)

    Go Limp: while drunk, may convert 1/2 damage into nonlethal

    Resilient Momentum: spend 2 momentum to reduce damage by 15

    Other

    Inviolate Abilities: No penalties from ability damage

    Evasion, Uncanny Dodge, Bomb Jump, Afterimage (50-75% miss chance)

     

    Offense

    Attack

    +11 BAB (+11/+6/+1)

    +10 Dex (but usually using INT)

    +5 Weapon Enhancement

    +4 Greater Courage

    +3 Haste

    • scouted Cunning Attacker: Use INT to attack, and +4 insight bonus to attack.
    • scouted Knowledge unlock: +2 competence vs creatures of type identified.

    Damage

    • Unarmed Damage: 2d10 (6d10 improved vital strike)
      • Large unarmed damage (Drunken Boxer): 4d8 (12d8 improved vital strike)
      • Gargantuan unarmed damage (Encompassing light): 8d8 (24d8 VS)
    • Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
    • scouted +8 circumstance to damage (Analytical Gaze)
    • Elemental Empowerment: 1st attack each round does 15 electricity damage
    • Damaging Momentum: 2 momentum, weapon attack does +15 damage
    • Deadly Shot: +4d10 (regular AC) or +4d6 (vs touch)
    • Fatal Thrust: +3d6 precision within 30'
      • Expend MF for +6d6 precision damage
    • Thrown Formulae
      • Improved Alchemists Fire: 8d6 fire damage direct, half 5' away, 8 10' away. 5' away catch fire, 1d6/rnd. 
      • Improved Acid Flask: 8d6 acid damage direct, half 5' away, 8 10' away. Targets take half initial damage again following round.
      • Cherry Bombs: 6d4 bludgeoningCan be acid or fire damage. Can make different bombs in the stack do different types, but must be determined when crafted. damage direct, 6 damage 5' away.
      • Improved Itching Powder: Fort save or -2 to rolls. 10' away get +5 to save.
    • Flashbangs: 1d8 and blinded/deafened for 1d4+1 rounds (direct hit)
      • Glacial Percussion (Ammonium Nitrate): +7d6 cold damage, fort save DC32 or staggered 1d4 rounds
      • Elemental Enhancement (Aspect Infusion): +15d6 electricity damage, ref save for half
      • Belladona Bursts: 2d6 Strength damage
      • Dispelling Detonations (Silver/Circle of Salt): if fail save, subject to greater dispel magic effect
      • Sonic Shriekers (Howling Herbology): +15d6 (DCs on flashbangs +4), successful fort save half damage
      • Inflammable Cloud (Phlogiston): 20' cloud for 15 rounds, when ignited 7d8 fire damage to all within area (ref half)
    • Destructive Blast: 8d6 / 16d6
      • If add in Energy Strike, can deliver with attack

    Range/Reach

    • Thrown ranged increment penalty less by 1. (Splash Weapon Master)
    • Flask Thrower: 20' range on thrown splash weapons
      • Distance quality: Double range (40')
    • Fireworks: Increase range of thrown formulae by 40' (now 80' total)

    Splash Weapons

    Splash Weapon Master: Choose another square on hit, choose direction on miss

    Maneuvers

    • Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
    • Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so
    • Feint: Bluff check - take 10 equals 58 (+5 insight catty stalker if scouted)
      • -0 against non-humanoids/animal intelligence, -4 vs mindless creatures
    • Catty Stalker: +2 Steal/Dirty Trick vs scouted creatures

    Casting

    • Secretive Spell: +2 to spell save DC vs feinted creature

     

    Speed/Movement

    Speed: Base = 100'. Haste +50', Sprint +60'

    Fly: May grant 30' fly speed with transformation

    Dimensional Athlete: Warp counts as package for athletic sphere feats

    Teleport Range: Short = 50', Medium = 210'

    Athletics Sphere packages

    • Run: Move 5x speed running, retain AC running, get +4 bonus on jump check after running start
    • Leap: Reduce height of fall by 20' DC15, additional 10 for every 10 exceeds DC (take 10 for 54, so 50')
    • Fly: Don't need to fly check for half speed, large against wind.
    • Teleport (dimensional athlete): Teleport is a movement mode, can use motion talents with teleport

    Acrocatics

    • Run: always take 10 running across narrow ledge, always succeed to not fall prone half speed slippery surface
    • Leap: When would fall at least 10' and not suffer damage, can immediately attempt stealth check to hide even while observed.

     

    Skills

    Imbued Greater Courage: +4 all skill checks

    Applied Consistency: +2 when taking 10 or 20

    The World (Fated Birth): +5 when taking 10 or 20

    Skill Familiarity: Can always take 10 on Heal, Perception, Bluff, Acrobatics. +3 if not under stress.

    Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal

    Skill Superiority: +9 Craft (alchemy), Perception

    Roguish Know-how: +INT (15) to knowledge checks

    Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress

    Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools

    Healer's Kit: 10 uses, +2 to Heal skill (Surgeon's Kit: additional +3 to treat wounds/deadly wounds)

    Catty Stalker: +5 Bluff, Diplomacy, Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against scouted creatures

    Rapid Preparation: Two preparations at once
    Clever Wordplay: Bluff uses INT

    Skill Breaker: Skill unlocks for Craft, Heal, Knowledge

    Shade Stepper: If have MF, can use stealth to hide even while observed.

    Mockingbird: Can throw voice at a distance.

    High Bonus Skills:

    Bluff (feinting): Take10 against scouted for 63 (-4 mundane)

    Acrobatics: Take 10 for 54

    Craft Alchemy: +48 normal bonus (+51 using shadow tools), when crafting can take 10 with shadow tools for 71

    Craft Traps: Usually a +40 roll when using shadow tools (Take 10 for 57)

     

    Senses

    See in Darkness: See perfectly in darkness of any kind

    Blindsense x2: Blindsense out to 20'

    Sightless Action x2: Invisible enemies no bonus against, can act without seeing

    Arcane Calculation: Perfectly measure something

    Mental Archive: perfectly remember 29 memories.

     

    Capacity

    Careful Packer: Storage space doubled, use Int in place of Str for carrying. Light 66lbs | Med 133lbs | Heavy 200 lbs

    Pocket Space: 20 lbs extradimensional space

    Pocket of Holding: 10lbs extradimensional space

     

    Crafting

    Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress

    Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

    Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP

    Craftsman: Craft mundane item in half normal time

    Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

     

    Traps

    Place trap as full round or standard (with MF) or move (expend MF) action. Any solid surface within reach. 

    • Make Craft (traps) check DC5. Trap persists 1 round per point exceed rank. (Take 10 would be 54=49rnds/ min=34=29rnds=2.9 min)
    • Each trap requires 1.5gp (15 silver) to produce
    • Trap placed in up to 4 contiguous 5' squares.
    • Perception DC to locate = 47 (or 43 when non-magical)
      • Creatures who see you set or are warned get +5 on perception check to notice and reflex save against
    • Removal: Disable device same as perception to notice
    • Hardness 15, AC 25, 40 HP
    • Trap Sphere DC = 32
    • DART traps
      • Target in 60' line originating from corner of one square
      • When triggered, ranged attack roll (+30) against each creature in line until 1 is hit
      • 8d6 piercing damage, 20/x3 crit
      • May forgo damage and expend alchemical item to add effects to dart, resolve against touch AC
      • Thaumic Sink (dart): Target affected by AMF for 15 rounds, or pull out as full round (or standard but inflicts 6 damage)
    • SNARE traps
      • Reflex save when creature enters square or set it off
      • If avoids, aware of trap and can pass through squares
      • May rig alchemical item etc to a snare, tripping it targets intersection adjacent to trap when set. Tripping creature affected as if direct hit.
      • Tripwire (snare): Target falls prone on fail (trap not destroyed)
      • Thaumic Sink (snare): 10' radius around triggered square is AMF for 15 rounds (spell like)
      • Bamboozling Trap (snare): Failure means feintedA creature that fails its Reflex save to avoid this snare is treated as if it was successfully affected by a feint. This counts as you performing the feint for the purposes of Fencing sphere talents that depend on feinting a target. Non-humanoids with an Intelligence score of 1 or 2 get a +4 bonus to Reflex saves against this trap and mindless creatures are still immune. If you possess the Unlikely Feint Fencing sphere talent, reduce the bonus to saves non-humanoids with an Intelligence score of 1 or 2 get to their saves to +2 and mindless creatures are vulnerable to this trap but gain a +4 bonus to their Reflex save.
    • Aerial Trigger: Creatures 150' above trap trigger as normal. If knocks flyer prone, battered until end of next turn instead.
    • Crowd Pleaser: Triggered trap provokes a free boast (usually the attack)
    • Opportunist: Successful trap provokes AOO in first ranged increment
    • All Part of the Plan: Expend MF as immediate to use trap against feinted creature that moves to square within 60'
    • Trap Launcher: launch trap in first ranged increment, or as a (snipe) along with deadly shot

     

    Resource Pools

    HP: 210

    SP: 90

    Shadow Pool: 5

    Stamina Pool: 17

    Momentum: 31 (16 hours, upon spending 1SP)

    Silver Pendant protections: 15

    Nullsteel: 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

    TIMERS

    Drunk: 8 rounds (16 double chug)

    Action Menu

    FREE ACTIONS

    Sprint: Increase speed by 60' once per minute

    Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.

    Bomb Jump: vs area attack, make acrobatics check to jump (take 10 for 50' jump)

    Drunken Boxer: Expend drunk status to deal maximum damage with unarmed strike

    Fan Favorite: When succeed on saving throw against hostile creature, perform boast (250' range)

    Crowd Pleaser: When enemy triggers placed trap within line of sight, perform boast (250' range)

    Boasts:

    • Prowess: roll next attack twice
    • Bloodthirst: Make attack against enemy within area of boast
    • Caper: Until start of next turn, creature in area of boast must make will save or lose attack/spell against you

    Knowledge Check to ID monster

    • Academic knowledge: move action to give allies +2 CMB/DCs
    • Cunning Attacker: INT instead of STR/DEX for attack rolls/CMB, +4 insight to attack rolls.
    • Identify Rhythms: +4 dodge bonus against
    • Knowledge unlock: +2 competence to attack/skill/saves against magic against for 1 min
    • Analytical Gaze: +8 circumstance to damage
    • Catty Stalker: +5 to selected skills vs (see skills section above), and +2 Steal, Dirty Trick

    Shadow Magic: 1SP/ShP grant 2 magic talents. See standard section.

    Glory: Cause glow to shed bright light in 5' radius

     

    SWIFT ACTIONS

    Rapid Processing (swift or move): make complex analysis like reading 500 words

    Assume Stance (Usually Dynamite Throwing Form) - expend MF to last 15 rounds

    Feint Strike: make attack against creature when successfully feint them. Expend MF to make as AOO

    Kick-off: After successful unarmed strike attack action, move 20' away from target, no provoke

    Quicken Spell: +4 SP to cast as a swift action

    Talented Trickster: +1SP for Trick as a swift action, may cast 5 tricks simultaneously

    Shadow Shield: 15d4+15 Temp HP and damage reduction 4 (all sources) for 1 min, target within 60'

     

    MOVE ACTIONS

    Mobile Focus: Move > 10' but < half speed, Regain MF

    Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)

    Afterimage: When move 5'+ using movement mode, leave after image (50% miss rate). Move >20' = 3 images (expend MF for 1 more)

    Hard Drinker/Double Chug: Drink alcohol/drink, gain drunk status for 8 rounds (16 double chug). Expend drunk status twice.

    Sweep: trip attempt at -2, no provoke

    Rapid Placement: Expend MF to place trap as move (or really reduce action step by 1)

    Academic Knowledge: After monster ID, grant allies +2 on combat maneuvers and DCs of abilities for 1 min

    Shadowstuff Armaments: (free with 1SP) Create stable shadowstuff equipment, or a tool (craft/disable) that provides +3 bonus

    Quick Teleport: +1SP to teleport as move action

    Superpositioned: When under suppression, teleport as move action.

     

    STANDARD ACTIONS

    Arcane Calculation: Focus on target, roll twice on attack for next minute

    Attack Action

    • When successfully damage, extend stance for one round
    • If flanking/vs FF/vs lost dex bonus within 30', deal additional 3d6 precision damage
      • Expend MF to make it 6d6 precision damage, add two exploits
      • Ankle Strike: make trip attempt
      • Soul Strike (su): target suffers -2 all saves for 1d4+2 rounds
    • Throw Flashbang (180') 
    • Throw Formulae (80')

    Special Attack Actions

    Spell Attack: [Strike] Time strike or Energy Strike

    Barrage (special attack action)

    • 2 at +44 (fully buffed)
    • Expend MF for 4 at +40 (8d4+23 each + other single attack action riders)

    Deadly Shot: Add (snipe) talent. Expend MF for +4d6 damage

    • Trap Launcher: shoot a snare trap along with shot

    Material Impositions (Expend MF)

    • Phlogiston: Fire emitted, ranged touch 30', gives vulnerability to fire and must make DC 26 magic skill check to teleport
    • Howling Herbology: Deal 15d4 sonic damage in 30' burst (fort half)
    • Circle of Salt: Protect self and 7 adjacent allies, +15 to saves vs magic 15 rounds, if succeeds on save regain MF
    • Belladona Barrier: Give protection against Lycanthropy and +15 AC vs natural attacks, 15 rounds
    • Aspect Infusion: Release a huge air elemental (swift to reclaim)
    • Ammonium Nitrate: Cool area within 30' and all allies gain +15 fire resistance. Or ranged touch attack 30' 3d8 cold damage and Fort Save or target frozen in block of ice 16 rounds 

    Set Trap (standard with MF, otherwise full round), lasts 1 round per point DC exceeded

    • Dart: 60' line, 8d6 piercing damage. May apply alchemical item.
    • Snare: ref save DC32
      • Tripwire: fall prone on failed save. Running or charging -2
      • Bamboozling: failed save successfully feinted
      • Thaumic Sink: 10' around trigger (or creature struck by dart) is AMF for 15 rounds

    Cast Sphere Effect

    Alteration: Shapeshift (self only) — concentration or 1SP for 11 min. Grant 3 traits.

    • Blank Form: Various natural attacks
    • Dodge: +2 dodge AC
    • Initiative: +4 init
    • Uncanny Dodge: already have, but may apply x2 version
    • Elemental Transformation: Change to Elemental. +4 natural armor. 1SP for 75% change ignore crit. Movement package.
      • Air Mastery: airborn creatures -2 penalty to attack/damage against
      • Burn: 2d6 element damage per turn
      • Earth Mastery: +2 attack/damage if both on ground
      • Elemental Empowerment: Deal 11 energy damage first attack each round
      • Elemental Movement: Movement package as elemental
      • Elemental Resistance: ER acid/cold/fire/electricity 11
      • Water Mastery: +2 attack/damage if both touching water
      • Whirlwind: Whirlwind universal monster ability

    Illusion: 1SP, create illusion with concentration max 20 min, max size colossal++. Figment or Glamer.

    • Illusionary Disguise: make disguise check without disguise kit
    • Create a Trick, lasting 20 min or until dismissed. 
      • Minor figment: obviously fake illusion
      • Minor Glamer: minor changes to an object or creature
      • Decoy: create decoy in same square as creature. May try to provoke AOO (vs will). Or follows creature, and will save or 50% miss chance. If miss, strike creature and dissipate it. Lasts 10 rounds.
    • Decoy Glamer: 8 decoys surrounding target, 50% miss chance as long as any remain.
    • Suppression Glamer — Invisibility: Can attempt stealth check while observed, +20 bonus to stealth. If undetected, +2 attack rolls, ignore dex bonus to AC. May create as a figment on a space.
    • Shadow Infusion: +1SP/ShP illusion effect that is disbelieved still has reduced effect.
    • Shadow Magic: Free action, spend 1SP/ShP grant 2 temporary talents from Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. CL18 for these effects, and they are considered Illusion sphere.
    • Shadow Slay: When deal damage from Illusion source, 1SP/ShP any attack can be resolved as touch for 1 min or until hit

    Light — Glow: Cause self/object to glow for 11 minutes, but as black light. 

    • Encompassing Light: 1SP, reach and damage as if 2 sized larger. With Glory, may add for free if already glowing.

    Time

    • Temporal Haste: 1SP, +50 speed, +3 attack/dodge AC/ref saves, +5 AOOs, extra move or swift action, 20 rounds
    • Time Strike [strike]: Deliver time effect with attack
    • Rapid Response (time): +10 initiative, act in surprise round. 1SP for 200 min.
    • Broken Time (time): Will save or -10 penalty all attack/skill rolls, must succeed on concentration check against MSD to cast. 1SP for 20 rounds.
    • Steal Time (time): 1SP — Will save or dazed 1 round. Gain additional standard action.
    • Past Sight: 1SP, 1 minute, view past hour at location at close range. Concentrate for an additional hour per minute. May spend extra spell point for a day/10 minutes, or 2 for a year per hour.

    Warp — Teleport: Teleport 50', or 1SP for 210'

    War (No totems, no rallies) — 1SP: Momentum pool of 31, 16 hours

    • Damaging Momentum: Any weapon attack, 2M to add 15 damage
    • Resilient Momentum: Any time taking damage, 1M to reduce by 15

    Destruction: Destructive Blast 8d6, 1SP for 16d6 bludgeoning.

    • Will often add destruction talents with Shadow Magic, and most often Energy Strike shape and a blast type

     

     

    FULL ROUND ACTIONS

    Set a Trap without MF

    Full attack action

    Charge

     

    IMMEDIATE ACTIONS

    Acrocatics: Expend MF when falling prone to not fall prone. (or do not fall while flying)

    Reflexive Twist: when attacked, make athletics check (take 10 on acrobatics for 54) with skill corresponding to movement mode to use result as AC against that attack.

    All Part of the Plan: When feinted creature enters square within 60', expend MF to have placed a trap in that square

    Flash Bang: When creature fails save against flashbang, recover MF as immediate

     

    AOOs 

    6 per turn when Haste active

    Snap Kick: when trip or make prone, target provokes AOO. If successful, ref save or staggered.

    Opportunist: Creature hit by dart or failed save vs snare provokes AOO within 1st range increment

     

  10. BUILD

     

    Unified Tradition

    Asynchronous Fluid Dynamicist

    Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

     

    (Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

    CAM/PAM: Intelligence

    Tradition Magic Talents: Warp, War

    Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

    Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

    General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

    Boons: Manifold Foci (Distributed chronometer8 rings
    2 wristbands
    1 pendant
    1 brooch
    2 points on pauldron
    2 arm bands
    1 belt buckle
    3 earrings

    Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

    Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

    Origin/Traits

    6 Potent Talents, 3 Phenomenal Potent Talents

    Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

    Phenomenal Potent: Convert to 2 Phenomenal Auxiliary 

    Phenomenal Potent: Convert to 1 Phenomenal Utility, 1 Ph-Auxiliary

    Potent: Specialized Training (extra Feat)

    Potent: Specialized Training (extra Feat)

    Potent: Spellhardy

    Potent: Convert to 2 Aux, 1 Utility

    Potent: Convert to 2 Aux, 1 Utility

    Potent: Convert to 2 Aux, 1 Utility

    Variations: Elemental Vulnerability (Cold vulnerability, Fire/Acid resistance 5)

     

    TRAITS

    • Pocket Space
    • Clever Wordplay (Bluff uses INT mod)
    • 2 Traits traded for Bonus Feat
    • Drawback: Condescending

     

    Classes/Features

    MONTEBANK 15

    Montebank (Phantom Thief)

    15D8 | +11/+6/+1 BAB | Bad Fort, Good Ref, Will | CL +11

    Casting: Mid-caster. Int as CAM

    Spell Pool: 35

    Blended Training: 15 magic/combat talents

    Trickster Training: Illusion Sphere, uses class level as CL for Illusion

    Natural Scoundrel Scoundrel's Touch: Must select Scout with 1st talent

    Thief's Mark Analytical Gaze: +8 to damage vs scouted creatures for 1 min

    Creative Strike: Don't use STR to damage, apply bonus equal to CAM instead

    Social/Rogue Talents: Every two levels pick a social or rogue (per phantom thief) talent

    Veiled Magic: May try to hide spell use. Perception/Spellcraft check DC 45 to know spell used. 

    Trick Casting: When spell hidden via veiled casting, may feint attempt creature within 30' once per round

    Skill Breaker: Unlock skill every 5 levels. Unlocked skills: Craft, Knowledge, Heal

    Secretive Spell: +2 spell's save DC vs foe denied dex bonus to AC

    Swift Veil: Don't need to increase casting time on Veiled Magic

    Advanced Trickery: Don't need to expend MF for Trick Casting

    Shade Stepper: If have MF, can use stealth to hide while being observed

    Master Trickster: When feint with trick casting, creature remains flat-footed for additional round

    FBC: Vanara = 3 Athletics Sphere talents (15/5)

     

    SCHOLAR 15

    Scholar

    See Montebank for BAB, Saves, HD, CL. 8+Int skill ranks per level.

    Combat Training: Proficient, 7 combat talents

    Careful Packer: double capacity backpack, use INT instead of STR for carrying capacity

    Medical Training: Int instead of Wis for Heal. Make special heal checks to restore HP.

    Problem Solver: Gain Alchemy, Scout

    Flashbangs: 1d8 b/p/s, Fort DC37 or blinded deafened for 1d4+1 rounds, 180' range

    Scholar's Knacks: Every 2 levels

    Material Imposition: Imposition at 3rd and every 2 levels thereafter.

    Advanced Medical Training: Can cure blindness, deafness, paralysis, poison, ability drain. HP better.

    Expert Medical Training: Cure confusion, cursed, disease. Heal dead. Heal HP better.

    FBC: Dwarf = 1 and 7/8 scholar's knacks

    Oaths and Boons

    OATHS   •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  • •  •  •  •  •

    Oath Against ArtificeDevlin adheres to the tenets of the oath just fine (no firearms, metal shields/armor, devices using charges). His take is a little different than not using technology because he is a big fan of science and invention. Rather, metal plate and shield are too bulky, and besides that almost feel like "cheating" to him, thus he only accepts going unarmored (and in fact is much more effective that way). In addition, guns feel too imprecise - he thrives off the challenge of hitting opponents directly with a thrown object, or leading them into a trap. (1)

    Oath of RitualDevlin has spread himself thin across the timelines, and the effect it literal. He is diminished slightly, thinned out, as he expands his consciousness each day to be able to flex through time. He has developed a costly fluid with which he may mitigate these effects, and if there is time and availability, he will imbibe this instead. (1)

    Oath of LoyaltyTo the Guild. Which is an odd choice for him, both comforting and anathema at the same time. His curious relationship with causality has caused him to doubt any orders he gets from anyone. At the same time, it has left him unmoored. He found that he was able to place a lot of trust in the Guildmaster after working with them, and decided to trust in their guidance. He will do what they say. (1)

    Oath of HumilityDevlin is not humble in his estimation of himself. However, he is when it comes to others serving him. With followers come responsibility. With titles come expectations and necessity. Neither work for the goals Devlin wishes to accomplish. (1)

    Code of HonorKnowing the nature of causality, keeping to a code is important to Devlin. Not for the external view of honor, but for his own behaviors. (2)

    Forbidden KnowledgeMadness: Instinctive Defiance. "Whenever another creature gives you an order or command, attempt a Will save. On a failure, you become antagonized towards that creature." DC14 -- Devlin's mental journeys through time have left him jaded at the thought of anyone knowing the proper decisions. He strenuously object to anyone giving him orders, outside of those very few he has given his loyalty to. (2)

    Extra Oath Points: 8

    Total Oath Points: 28


    BOONS

    [-1] Energy Resistance (ER20 Electricity)

    [-1] Inhuman Resilience (+5 saves, +4 Natural Armor)

    [-3] Enhanced Armaments (+8 Implement, stave. See below)

    [-3] Enhanced Armaments (+8 Flask Thrower. See below)

    [-5] Bonus Talents

    [-5] Bonus Feats

    [-4] Imbued Spell (Complexity 9 apparatus. See below)

    [-2] Immortality (no need to eat, drink, sleep, breath; immune to poison, disease, aging)

    [-2] Fated Birth x2 (The Fool, The World)

    [-2] Skill Superiority x2 (+9 to Craft alchemy, perception)

     

    Enhanced Implement+8 Time Implement. Staff.
    5: +5 Enhancement Bonus
    1: Extra Sphere - Illusion
    1: Extra Sphere - War
    1: Extra Sphere - Destruction

    Enhanced Weapon+8 Flask Thrower
    5: +5 Enhancement Bonus
    1: Distance (range increase to 40')
    1: Seeking (No miss chance for concealment)
    1: Arcing (Attack around cover)

    Imbued Spell

    Total Complexity = 9. Apparatus starts at 1 complexity. Base Mind Sphere effect.

    Complexity and Effect Adjustments:

    +1 Change charm to Courage

    +1 Use Greater version of Courage (+4 to attack/save/skill/ability checks)

    -1 Decrease range from touch to self

    +4 Increase duration to hours/CL (necessary step to make "apparatus")

    +1 Add talent: Arcane Calculation

    +1 Add talent: Rapid Processing

    +1 Add talent: Mental Archive

     

    Feats

    15 from character levels. 2 from Origin. 1 from Trait exchange. 6 from Bonus feats.


    Guild Teamwork Feats

    • Thuvian Grenadier
    • Ambush Squad
    • Coordinated Shot

    Talents

    MARTIAL TALENTS

    12 from Montebank progression, 7 from Scholar progression, 7 from Bonus Talents boon, 6 from Martial Traditions, 2 from Classes, 9 from Scholar Studied Technique, 5 from sphere drawbacks, 3 from Montebank FCB

    Alchemy (Formulae. 14 prepared at once)

    • Snap Toss
    • Dynamite Throwing Form (stance)
    • Fireworks
    • Salve (f)
    • Panacea (f)
    • Cherry Bombs (f)
    • Improved Itching Powder (f)
    • Improved Alchemist Fire (f)
    • Improved Acid Flask (f)
    • Universal Alcohol (f)

    Athletics (Leap)

    • Expanded Training (Run, Fly)
    • Acrocatics
    • Bomb Jump
    • After Image
    • Reflexive Twist (risky escape drawback)

    Barrage

    • Mobile Focus

    Barroom

    • Double Chug (alcoholic drawback)
    • Go Limp
    • Drunken Boxer

    Gladiator

    • Fan Favorite (retort drawback)
    • Theatrical Boast (distant icon drawback)
    • Blood-thirst (boast)
    • Caper (boast)

    Fencing

    • Skewer
    • Feint Strike
    • Unlikely Feint
    • Ankle Strike (exploit)
    • Soul Strike (exploit)

    Open Hand

    • Snap Kick
    • Kick-Off

    Scout

    • Identify Rhythms

    Sniper

    Traps

    • Aerial Trigger
    • Bamboozling Trap
    • Opportunist
    • Crowd Pleaser
    • Rapid Placement
    • Trap Launcher (snipe)
    • All Part of the Plan x2
    • Thaumatic Sink

    Equipment

    • Unarmored Training
    • Fast Draw
    • Craftsman
    • Gnomish Heritage (discipline)

     


     

    MAGIC TALENTS

    2 from Tradition, 3 from Montebank progression, 1 from Montebank class, 7 from Chronomancy knacks (all time), 3 from Arcane Studies, 9 from sphere specific drawbacks

     

    Alteration (Lycanthropic, Unnatural Transformation)

    • Agile
    • Elemental Transformation

    Illusion

    • Decoy
    • Suppression
    • Talented Trickster
    • Shadow Infusion

    Light (Touch of Light, Light Focus, Subtle Light)

    • Black Light
    • Glory
    • Encompassing Light

    Time (Altered Time)

    • Improved Haste
    • Temporal Haste
    • Rapid Response
    • Time Strike (strike)
    • Past Sight
    • Broken Time (time)
    • Steal Time (time)

    Warp (Personal Warp)

    • Quick Teleport

    War (Commando, Small Unit Tactics)

    • Damaging Momentum
    • Resilient Momentum

    Destruction

     

    Equipment

    ITEM

    NOTE COST WEIGHT
    MW Flask Thrower 20' range, throws splash weapons 325gp  
    MW Instrument Lute 100gp  
    MW Artisan's Tools For crafting traps, mechanical 55gp  
    Alchemist Lab   200gp  
    Alchemy Crafting Kit   50gp  
    MW Light Crossbow 1d8, 19-20/x2, 100' range 350gp  
    Pocket of Holding 10 lbs extradimensional space 200  
    Healer's Kits x10 10 uses each, +2 to heal 500gp  
    Advanced Study Guide Scholar Knack: Trick Arrows 40,000gp  

     

     

  11. https://i.pinimg.com/564x/31/54/33/31543329a615a69f114218b734d46a0f.jpg

    Devlin the Icon

     
    “Timing is everything. That's why it is so important to have complete control of it.”
     

    Mountebank (Phantom Thief)

    Scholar (Maybe Doctor)

     
    PRIMARY ROLE
    Ranged Attack, Explosions, Skills, Knowledge
     
    SECONDARY ROLE
    Backup Healing, Scout
     
    RACE: Human(ish)
    AGE: 33
    GENDER: Male

     

    Description

    Always impeccably dressed, sharply groomed, and well-quaffed, Devlin takes pride in his appearance. This is more strategic than it is narcissistic, presenting himself as an unshakable foe not to be taken lightly. Never working up a sweat. His gear is well, stowed around his person, several obvious vials and spheres of alchemical solutions ready to hurl. A trademark clock hangs from a chain at his hip, which he is often seen manipulating as he speeds through time. Additional clockwork components are also placed across his person.

     

    His movements are always precise, to the extent that almost every one of them seems pre-meditated. In fact, they often are. His sharp eyes are constantly scanning everything, though it becomes even more disturbing if they cease their constant motion and focus all their discerning on you. 

     

    His voice is cultured, reflective of his well-heeled upbringing. His pronunciation is sharp, his vocabulary loquacious. There is often a hint of humor in his tone. Good humor if his mood is bright, vicious satire if he is feeling... competitive. His knowing smiles are much more common than than full laughs, though a good companion with a stirring joke can bring his guard down and allow some true feeling through.

     

    Personality

    Devlin is smart, and he knows it. He rarely misses an opportunity to let you know about it. He enjoys being better than others, and thrives on being one-step-ahead. In many ways, he is a complete arsehole. But his friends and companions might say, "Well, at least he's out arsehole!" For he is loyal to those who are loyal to him, and wants those around him to be their best. He might come across strong in his baiting and cajoling to do so, but he would tell you, "You can't argue with the results." His banter sometimes annoys his allies. It definitely annoys his enemies (at least those that can understand him, and he has developed many ways to make sure even the dullest of enemies understand his taunts and verbal abuse.), and he has developed more than a few ways to discombobulate them with words, in addition to his combat techniques. 

     

    He can be very obsessive, and overly concerned with his image. If you interrupt his study of something or seem to denigrate him in some manner, his response is swift and forceful. Further, his relationship with time is... loose, to put it one way. This can have several effects that are a bit confusing for those around him. He has experienced several possible causal chains already, and his deep study of time has left him highly confidence (perhaps overconfident) in his own analysis of all outcomes. Thus, he can get upset when someone else begins telling him what to do. A little too upset.

     

    Backstory

    A Prodigy and a Wunderkind

    Devlin was quite the prodigy as a younger man. He was first in his class at the prestigious Montillo University, making short work of his studies while still finding time for dances, carousing, and general debauchery. He once beat the famed 20th-Don Elviria Camastio at a game of Ajadrez. He spent summers learning acrobatics and simple pyrotechnics with the Jartha Grand Circus. The famed Wise Sons Troubadours taught him the art of the flanged lute (and according to Devlin, even offered him a spot in the troupe). His post-graduate studies were spent engrossed in deep alchemical studies and theoretical natural philosophy, during which he co-authored a famous paper on the relative time properties of arcsilver reagents. Devlin's future looked bright. 

     

    Time Askew

    An experiment on a fateful day lead to a new path in life. Devlin had spent an obsessive fortnight building a kind of clock which utilized very specific properties of an experimental chemical compound, several quasi-mystical clockwork components, and a dash of aether. Upon activating it, his consciousness was briefly de-coupled from the normal flow of time, his perception sped up, then slowed down, then he was viewing both the past and future seemingly simultaneously. Manipulating time wasn't unheard of among the magically powered, but he'd just seemingly found a way to tap into the time-stream through scientific study and chemical engineering. The discovery was invigorating, but also mind-bending. 

     

    Devlin spent the next years of his life steeped in study and working on projects expanding this new magitech. He reduced and redesigned the clock into something much more compact and efficient. Elegant even. He began experimenting with his timeline. Outside of that first set of visions he got, he never got any glimpses of the future. He figured out some methods to view the path. He figured out how to slow his personal time, or speed it up, or cause strange stutters in the flow around him. He even figured out how to manipulate only his perception of time, allowing his mind to process and problem solve independent of how his body flowed in time. This opened up extraordinary possibilities. 

     

    Any subject Devlin wished, he could become an expert on. He could read an entire book in what was subjectively mere minutes to others, his eyes flicking in hyperspeed as he flipped rapidly through the pages. He could practice skills with extraordinary rapidity, completing thousands of hours of practice in a fraction the time. He used his new technique as a springboard to magical study, enhancing what he already knew into other completely new spheres of power. Once he had expanded his abilities sufficiently, he brought them to the courts, guildhalls, and theaters of the world.

     

    Iconic

    For a time, he was a small sensation among nobility who sought entertainment or a man of useful skills in their court. Flowing from one to another, he solved problems, entertained, espoused wisdom, and helped them leverage power. He parlayed his abilities into personal fame. Devlin called on his early days in the circus to entertain noble and common alike with physical feats and alchemical spectacle with a showman's aplomb. Iconic Devlin, they began to call him, or Devlin the Amazing, Devlin the Icon.

     

    It was on one such social and entertainment engagement for the Duke of Tonkio that Devlin discovered a new obsession. A nest of basilisks was causing all sorts of havoc on the far edges of the Duchy, and a representative of the Hunter's Guild was called in to take care of the beast. A number of inebriated members of the court with more boldness than good sense decided to accompany the whole excursion, and Devlin went along. Why not? Why not, indeed. There were several good reasons, it turned out, which for some of the accompanying nobles included loss of life and limb once the whole expedition went pear-shaped. Devlin kept a cool head, and used his time dilating abilities with great efficacy in assistance of the Hunter. Traps disabled the monsters, and chemistry destroyed them. The Hunter was impressed. Devlin felt alive as he rarely had.

     

    The Hunter's Guild

    The excitement of putting his life on the line, not to mention the sheer triumph of overcoming a powerful beast intent on destroying him, drew Devlin in like little else had. This was putting his abilities to a true test. Using his vast store of knowledge in tangible (and sometimes explosive ways). What else compared to the hunt? Certainly not gaining the applause of those prattling nobles in court. He joined the Guild immediately.

     

    His mental abilities were strong, and his knowledge useful, but he needed to hone his body as much more of a weapon if he wanted to survive more than his first encounter. So Devlin through himself into training like he'd tackled his studies; with complete dedication and obsessive work. He was aided in making extraordinary progress by his ability to manipulate time, and his keen mind in studying and applying new techniques. He turned his chemical knowledge to the purpose of developing poisons that would defeat, or at least slow, some of the fiercer monsters out there. He studied with the best trainers in the guild, learning hand-to-hand techniques letting him fight with complete precision. Combining this knowledge and practice with the ability to perceive time more slowly, he found he was able to deliver strikes with unerring accuracy and speed, causing devastating damage. He put thousands more hours into being able to throw weapons with uncanny precision, delivering small spheres of chemical agents and mechanical shrapnel into impossible gaps in defenses. He used his unstable relationship with time to get small glimpses into where an opponent would be, setting traps and ambushes to take them out with little danger to himself.

     

    Devlin has become an Icon in the Guild, not just in the courts. And he plays that part, not forgetting the value of showmanship and speaking generously of his own abilities (or denigrating others). Though he is physically in his third decade, he has spent so much subjective time sped up that he is years older according to the amount of time he's experienced. He's successfully hunted many monsters, and rid the world of many dangers.

     

    Then the matter of the island came up. A vision from his first experience with broken time flashed through his mind the first time he heard about it. It was the last vision he'd seen of his future. Himself, several other figures (a few of which suddenly came into sharp focus, for he knew them), and a monstrous being made almost entirely of eyes and mouth, looming over them. It felt like... destiny. Even if he didn't believe in such nonsense. Devlin submitted his name for the expedition immediately. He had to find out what it meant.

     

  12. ...Fire!

    Outside Greenwood

     

    The Crew took on a razor-sharp focus as they prepared to encounter whatever potential danger lay just beyond the tree line. They'd honed a sense for trouble over the months and years, and this situation was setting off their collective alarm. It was a brief struggle to get Jana through a hatch and into the armored hull of the tank, she wanted to see what was going on with her home. It was only the firm insistence of Tia's Tankers and a promise that she could peek out through a small slit that got her to retreat to safety.

     

    The Tank rounded the bend in the road, and a scene of chaos greeted them. 

     

    Greenwood was aflame. The conflagration wasn't huge, but most of the buildings in sight were damaged or burning, contributing to the growing plume of smoke in the sky. 

     

    The reason for the burning was obvious. Rumbling vehicles surrounding the town, and bodies ran in all directions. A horde of raiders was at the gates, and well through them at this point. Greenwood had only a partial wall to begin with, mostly corrugated metal and wood with small watch towers dotting its length. It was never a barrier that was going to stand up for long against an assault like this, and there were no existing defenses to speak of. 

     

    "NO!" Jana shouted, desperately adjusting her position near a narrow viewing slit to try to take in the disaster. 

     

    Several vehicles sped through the town, causing purposeless destruction. Some dragged objects behind them, spoils of their raid. Individuals marauded through the settlement, lighting more fires, damaging, destroying. There were no obvious civilians in the town being attacked upon initial glance, though the toll in life couldn't be known at this point. To a small amount of relief, there did appear to be some escapees. 

     

    Two groups were fleeing the town. One contingent of vehicles was driving fast south from the town, their outlines just barely visible beyond the dust cloud they were kicking up. A handful of raider vehicles seemed to be in pursuit. Catching up to this group would be a long shot, as they were on the other side of Greenwood and headed in the opposite direction. But the other contingent was heading directly toward Tia and her Tankers. 

     

    This second group of survivors seemed to have made a dash through an opening in the vast force of raiders, and was driving as fast as their ramshackle vehicles would take them. Several trucks and what looked like it might have once been a bus made up the bulk of the group, and they were indeed bulky and ungainly. A smaller more nimble off-road vehicle was in the lead, some smaller cruiser vehicles were among their number, and there was even a dirt bike in the mix. 

     

    Raiders pursued them like a pack of jackals. Heavily modified assault vehicles had broken off from the larger group of raiders and were attempting to catch up with the escapees. They looked dangerous and wraithlike darting through the partially obscuring dust the escapees were kicking up. Even as they watched, a powerful vehicle with a huge buzz saw on the front caught up with a slow-moving pickup, sawing through metal with flying sparks until the pickup starting coming apart, lost control, and swerved into a rolling wreck. Two raiders jumped off the buzz saw truck to pick the carcass while the bladed vehicle continued on. A trio of trikes nimbly began to flank the escapees, each with a driver and another raider on the back with what looked like long heavy-tipped spears, as well as guns. Another powerful raider truck had a large machine-gun emplacement on the back. There was a big vehicle out front that had just "harpooned" an escaping jeep, with a man turning a big crank to reel it in. And in the back of the raider formation was a strange construction, with as much in common with a boat as a land vehicle. A big platform arose high above the four fat tires, with machine guns on each side and an extension jutting forward from the front. Like a figurehead on a sailing ship, a person leaned out over the front brandishing a long staff topped by a cross, yelling and haranguing anyone who could hear him. He was surrounded by raiders touting all kinds of weapons, and they all clearly had more violence in mind.

     

    spacer.png

     


    OOC

    Okay, NOW it's time for initiative. Most of you already rolled, and I'll just take those rolls. In fact by the time I have this post up, I'll likely have rolled init for the enemies. Time for ACTION!

     

    Please check out the Scene spoiler below for both the map of the scene, and a link to Roll20. We probably don't actually need Roll20 just yet, and I don't have a grid active there. At this point, simple range to enemy is the most important thing. Squares and a grid might be useful later as the distance closes. 

    Mechanics

    Players win initiative, and are acting first.

     

    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). Up 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

    K:Local DC20 (DC10 for Det): These raiders are a splinter group of the Disciples, a violent clan with a religious veneer, using whatever dogma best justifies them doing whatever they want. This particular sect is known as the Wrathful, and have been a growing threat in the region. Though they need little justification for carnage and chaos, they tend to strike settlements rich in resources with overwhelming numbers if they don't immediately give them everything they demand. They have a bunch of regular violent types, but also employ true Zealots who guzzle mind-altering concoctions and commit to violence with little regard for self-preservation.


    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

    Roll20 Link

    (You'll see circles around the Tank, each one representing 100'. This will help determine range to targets (I only included 1200' worth, but the main cannon's full range is 3000', with 300' increments. The tank icon isn't necessarily "to scale" at this point, I'll adjust sizes if and when distance is closed)

    Full Map & Closeup (click to enlarge)

     

    spacer.png spacer.png

    ___________________________

    Enemies

    Trike 1 Large vehicle. 1 driver, 1 rider. Conditions: none [Unscratched] | Range (at beginning of turn): 1,050'

    Trike 2 Large vehicle. 1 driver, 1 rider. Conditions: none [Unscratched] | Range (at beginning of turn): 1,030'

    > Trike 3 Large vehicle. 1 driver, 1 rider. Conditions: none [Unscratched] | Range (at beginning of turn): 1,090'

    > BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 1,200'

    > GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 1,160'

    > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: none [Unscratched] | Range (at beginning of turn): 1,100'

    > Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 1,250'

    ____________________________

    Other NPCS

    Group of escapees from Greenwood

    • Off-roader buggy

    • Bus

    • Truck with big fuel tank

    • Hauler truck with trailer

    • Truck with livestock pen [Harpooned]

    • 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: 28 (Reactive Armor) 

    Stress: 0

    Crew Martial Focus: Yes

    _______________________

    Main Cannon

    PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments

    30 Ammo Capacity

    Base Cannon Rounds: 24

    HE Rounds: 2

    Canister Rounds: 2

    ________________________

    Gadgets and Secondary Weapons

    Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 12/12 uses.

    LauncherLaunch 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.

    _________________________

    Capacity

    Raw Material Storage: 500/500 lbs

    Passengers: 7/8 (Crew, +Jana)


    Roll thread on OGMW | Tank/Crew Rules

  13. The OG Mythweaver rolling thread is here if you'd rather use that. However I thought I would go ahead and put a dedicated rolls thread here as well, if you want to use it. You can always make rolls on your IC post, of course.

     

    Please be as clearly descriptive as possible with naming your rolls here, as it seems like they get a little mixed up in the dice tower.

  14. 19 minutes ago, Djacob91 said:

    Fragmenting Shot: I say sure. A nice bit of AoE on the main gun will be nice. I would be interested to know your opinion on using it with other AoE options like canister shot or Explosive Rounds(assuming that we add said improvement in the future).

    It would need to be a direct target of the Deadly Shot to be able to 'splode. So you could pop an enemy with an Explosive Round direct hit, but not with the splash damage from it. I don't think the canister shot would actually be valid for Deadly Shot, it behaves more like a spell effect with a save, rather than having an attack roll. Just damage everything in a 30' swath out to 300'.

  15. Where there's smoke...

    Outside Greenwood

     

    The journey that had taken Jana two days and change required only about a half-day of travel for Defiant. It could move far faster than a person on foot of course, and though it was not as swift as some of the more nimble wasteland vehicles, it could traverse certain obstacles better than most (simply going over or straight through them). Still, travel in the wasteland was different than it used to be before the world broke.

     

    The remnants of that world were still in evidence. Long stretches of cracking and broken asphalt still provided paths of travel that could speed up a journey for stretches. But they hadn’t been maintained in any meaningful way in nearly a century, and besides that disrepair, some basic geography itself had been altered. Mountains and valleys were in places where neither existed before. Some of the old roads simply ended in a chasm or ran right into the side of a cliff. The stretches that were easier to traverse were also excellent hunting grounds for bandits, raiders, and gangs, that is if they weren’t already claimed and tolled by more “legitimate” organizations like the Knights.

     

    So it was that an overland journey tended to be a cautious affair. High speeds where the Crew was confident in their knowledge of dangers, but mostly a deliberate pace where they could spot danger well ahead and avoid hazards that would give them trouble. 

     

    Jana had warned them about the Screecher nest, and the Crew decided to expend a few cannon rounds and some incendiary devices to clear it out. Tia rumbled forward, La Chancla meted out punishment in the form of high-velocity metal, and the dangerous monsters either exploded or scattered. Jana recovered her mule’s saddle, but the animal itself had long since become a Screecher meal.

     

    Eventually Jana let them know they were drawing close to Greenwood. She was sitting atop the Boom Box with her legs dangling over the side and a big smile on her face, proud that she had managed to find and bring back such auspicious assistance. The Tank was weaving its way through a shallow valley with a wide flat bottom, on approach to the modest plain the settlement sat on. The slopes of hills to both sides of them were filled with trees which had managed to find good clean ground to grow from. The air had been fresh, but slowly a more acrid smell began to waft on the light breeze.

     

    One more corner to round and they would be clearing the trees and valley, and have Greenwood in sight. Jana’s smile fell as she looked up above the nearest tree line. Her brow bent upward in concern. “What… what is that?”

     

    A heavy dark plume was visible from beyond the trees. Smoke. Lots of it. 

     

     


    OOC

    And the first scene is up! Uh oh, looks like trouble ahead. If you continue at your current speed, Greenwood will be in view in just a few seconds. As such, I'll give you all a round worth of actions to prep (or more if you all decide to pause for a tick) and otherwise react. Then you get to see what all that smoke is about.

    Mechanics

    No mechanics yet.

     

    Scene / Map

    Cedar Valley is a wide, shallow valley on the approach to Greenwood. Wheel marks show it is a very common route to and from the town, and often used by vehicles. Trees grow on either side, providing shade and shelter to a variety of fauna.


    Tank

    Tank stuff to come here.


    Roll thread on OGMW | Tank/Crew Rules

  16. The Nomad Bazaar

    Somewhere in the wastes

     

    “You know Slippery Jim? I ain’t trust him any further I can throw him, but I guess he knows what he’s talkin' about every once in a Kaiju pass. But I’m being rude, mister Doc.” The man slowly focused his strange eyes on the tanker, still a little wobbly due to his inebriation, “Name is Earl. Some call me Earl the Goat on account of the obvious. And I am a damn fine scrapper, if I say so, and I do. Hrm… lemme see here…” Earl patted down his person slowly, trying to focus his addled mind. Eventually he came up with a few items of very questionable value, which were at least good enough for Doc to make an exchange, were he so inclined. Highly likely very much in Earl’s favor, but that wasn’t really the point.

     

    Det, Doc, Jana, and whoever else decided to accompany them back into the bazaar made some rounds of stalls and traders who were mostly willing to do business at all hours. Farid surprisingly did have that reverse osmosis purifier running, and Doc was able to get his purified water. Det was able to make short work of fixing a compressor for one of the nomads, and Jana was very grateful to have a small but reasonably warm and dry portable shelter to sleep in that night. She still accompanied Det and the others back to Tia, and listened to just a few of their stories as they finished their work for the evening.

     

    She reluctantly left the Crew late into the evening, politely refusing another offer to stay in the Tank. But she was ready, bright and early, eager to head out.

     


    OOC

    And that's the end of the Prelude. To be continued in a new thread.


    Scene / Map

    The Nomad Bazaar was a regular stop for the crew of 1A-X B3, at least whenever they could find it. It was mostly located by word of mouth, a very loosely held schedule, and general reckoning. Perhaps a small bit of luck. The component members of the bazaar were an eclectic and often changing bunch. Lead by a small clan of survivors who quickly learned the knack of adapting to the new post-apocalyptic world, they have passed knowledge and traditions down to successive generations who carry on the fluid nature of the camp. Oddball tinkers and entrepreneurs tend to latch on and travel with the nomads for stretches of time. Visitors to the bazaar need to be keen barterers and mindful of the deals they make with the traders within, but they can usually find interesting components for trade, good enough grub, and various forms of entertainment. A modest amount of protection as well, especially when it comes to safety in numbers, but the bazaar is no fortress (not even close), and is much inclined to break apart and run for it rather than stay and fight..


    Mechanics

    This space will have combat mechanics, if relevant

     

     

     

  17. Current proposals 

    Switch Smash to HammerArk suggested this in the balance thread. Given a tweak to how some combat maneuvers in the tank works, this one makes a lot of sense

    Focusing Reload: An easy option to regain tank's martial focus. Could be added or replace another talent. Characters may use their own MF restoring actions to restore the Tank/Crew's MF, so it may not be necessary.

    Fragmenting Shot: Nice splash damage on a kill shot, and I'm allowing it.

    Swap one Machine Gun for a Chemical ThrowerBasically, you are adding a flamethrower (4 uses, I suppose it could also be cold or acid) to the tank, at the cost of reducing Machine Gun uses to 8 instead of 12.

     

    Since there is an additional Talent slot that I never filled, I'm going to go ahead and add Fragmenting Shot, unless anyone objects. I'll also switch Smash to Hammer, again unless there is objection. 

    In the above case, Focusing Reload would need to replace something. For that and for swapping into the Chemical Thrower, I would want majority buy-in, so at least 4 approvals for that here or on discord.

  18. 4 hours ago, PigLickJF said:

    Turns out I have a bit of signal up here, so I'm going to sneak in this post. I didn't see any feedback for my suggestion here, anyone have thoughts? 

    I was a little on the fence with this one, because yeah that is some serious extra splash damage. But hey, it feels appropriate for the tank. I'll allow it.

  19. 2 hours ago, dalamb said:

    It's after 10, so this is about 20 minutes past my promised finish time, but I believe Tanya's sheet and summary posts at the start of this thread are now done except for two things, which depend on answers to questions I only thought to ask earlier this morning in the Discord:

    1. One talent, waiting for an answer about applying the Run package to the tank
    2. $1137 to spend, waiting for an answer about weapon abilities for ammo vs those for a ranged weapon.

    Of course, I could be wrong!

    Gave you some answers on discord. Also probably nothing wrong with using both an AR and shotgun for versatility. You don't need to, but it would be an options.

  20. 9 minutes ago, Arklytte said:

    Aid is a Morale boost.  AFAIK, those stack normally, so even if everyone Aided AC, it'd still only be +2.

    I don't think it is a morale bonus, but I could be wrong. Everything I see it looks like just an untyped bonus, so different sources of it stack. A bunch of the warleader stuff is morale though, which a number of you have, so you have that going for you. 

  21. 10 hours ago, Arklytte said:

    Might I suggest Hammer?  This basically lets the tank Bull Rush critters/vehicles into other vehicles/critters/buildings/whatever, and the vehicle/critter being Bull Rushed takes extra damage from the impact, based on their size and how far they would have been pushed, had they not been slammed into another thing.  Basically, it's the old "We pinned him against the wall with the bumper...FLOOR IT!" trope.  🙂

     

    That seems like a good replacement. Anyone opposed?

     

    9 hours ago, Arklytte said:

    I was thinking of using the Green war paint on the Tank, pretty much all the time.  It allows Morale Bonuses to remain for 2 extra rounds.  Aid Another is a Morale bonus.  I think you see where I'm going with this.  If we're in the tank, and someone Aids Another (or uses some other Morale bonus), then that bonus would linger for 2 rounds after being given.  At least, that's how it seems to me.  If you agree, then consider that pretty much a given for what war paint is on the tank.

    Yeah, Green is fine for the tank. Though the Tank is still slightly separate from The Crew, so that bonus would apply to morale bonuses that affect the creature that is The Tank. It would not affect every member of the The Crew, you'd still have to apply individual green paints to make aid anothers on one another linger. I'm also going to be a bit more strict with Aid Another upon the tank itself than i might be otherwise. For instance, mostly I'm not going to allow Aid Another to the tank's AC, as it's hard to justify and I can quickly see it getting out of hand if every crewmember throws separate +2 bonuses on it. There might be situational exceptions.

     

    9 hours ago, Arklytte said:

    Anyway, reason for rattling all that off is to make sure that it's all kosher with you before I finalize my sheet.  Doc's basically ready, other than approval for those three talents.

     

    EDIT: Actually, I forgot one.  He's also got Mobile Focus from Barrage, which lets you regain your MF when you move no more than half your speed in a round.  I took that as normal, since Doc needs a reliable way to regain MF for himself as well (turns out that several of his class features require MF to really work well 😛).  Anyway, would I be able to use that to regain the tank's MF as well?

    Yup, all those are fine (oh crap, what have I done? Everything is about to get run over and smashed!). 

     

    And yes, Mobile Focus will allow you as the driver to restore MF to the Tank/Crew when you take that action. There will still be the normal restriction on the Crew of only allowing MF to be restored once per round, but you all can get around that a little bit by the options to expend/restore your own MFs.

  22. Languages

    Most of the wastelands in the regions The Crew operate speak English, and that is the default language. The expected variety of world languages also exist, some having survived better than others. Cross-continental travel is far less common in the post-apocalyptic world, so most of the languages spoken in the former US would have been ones of established communities or which were commonly taught. The most common languages other than English in the US were: Spanish, Chinese (including Mandarin, Cantonese, others), Tagalog (Filipino), Vietnamese, French and French Creole, Arabic, Korean, Russian, German. Interesting that French wasn't on the list I found, but if you're anywhere up near former Canada, expect it to be much more common. 

     

    Generally speaking, language won't be much of a barrier in this game. That is, I won't put up some impassable challenge that you could work out if only you spoke the right language. You might happen upon communities or deal with peoples that primarily speak a different language, or speak it among their own community. A few might give you advantages in certain situations or make dealings go a little smoother.

     

    There are some additional languages that are relevant to the game, or forms of communication that survived the Collision or have risen anew. Descriptions follow:

     

    Languages you may take:

    • English (this is the default, everyone should have this)
    • Any existing world language (see list in first paragraph above of most common)
    • A Native American/First Nation language (some tribes have made a comeback in the new world)
    • WayfairerThis is a system of communication that has slowly and organically developed by travelers across the wasteland. It is based largely on semaphore communication, using "flags" (often bits of convenient cloth), broad gestures, hand signs, flashing lights, horn blares, and other signals that can be seen from a distance. It also incorporates some hand sign, for people traveling in convoy together to make gestures and communicate if they lack radio. The system developed and greatly expanded as travelers needed methods to communicate without getting within danger distance of one another, as it can be hard to trust strangers in the wastelands.
    • Morse Code
    • CodingYou know a programming language. Pick one, you can be a little abstract with it. Knowledge of at least one programming language allows you to make Linguistics checks to puzzle out similar programming languages, if you somehow have access to the source code. If you have the tech sphere and can make any automated device, it is assumed you know how to code your own objects, but you don't necessarily know old world languages.
      Prerequisite: 1 rank in Use Technology, 5 ranks in Knowledge: Engineering, or Tech Sphere.
    • American Sign Language
    • MyutA very strange and still developing language, it grew as mutations starting becoming more common place. First invented by a small group of mutants who collected together and hand vocal or hearing mutations, they played around with communication aspects that took into account a few of these expanded abilities. As that developed and it was taught to others, it was apparent more standardized forms were needed for those without such abilities. The language developed from there. It is mostly only taught and shared among mutants with one another, and remains a sort of secret language bonding them together. It will have been less common to pick up if one, even a mutant, hasn't spent much time with mutant communities. It is very rare for a non-mutant to speak, save those considered trusted allies by mutants who know the language.
    • PrimalThis is what others call the language spoken by Primals, those mysterious humanoids that appeared after the Collision. It is wildly different than any other known language, and tends to be very hard for outsiders to pick up, doubly so given that Primals tend to be rather murderous toward outsiders in the first place.
  23. 5 minutes ago, Arklytte said:

    Would you allow me to trade one of Doc's Alchemist Discoveries for a Scholars Knack?  You can use a Discovery for a feat, and Extra Knack is a feat (though technically I can't take that til next level).

     

    I wanted to take Trick Arrows with it.  There are a decided lack of good Rogue talents, and one of the ones I took is kinda lame, but it was the only one that either wasn't magical, or totally inappropriate for Doc.

     

    Anyone, would that be cool?

    Yeah, they are quite similar theme classes. Go ahead.

     

    6 minutes ago, Arklytte said:

    Also, I wanted to know if, to satisfy Docs Oath of Offering, could he trade Alchemical Items and/or professional services as a way to offset the cost?  I was thinking that it might be easier (not to mention more plausible IC) to have him do that, rather than just handing a bag of cash to everyone with a problem he runs across.

     

    My thought was as follows:  Whenever he donates his services, I keep a running talk of the GP cost (either the cost of the items or the value of an appropriate Profession check).  Then, when we find loot, I can subtract the value of the accumulated services from the loot, and just keep that amount.

     

    It would look something like this:  The crew comes on a village.  There's been a minor outbreak of plague, so Doc makes/uses a dozen doses of Panacae and two days worth of work.   I'm going to arbitrarily say that amounts to 300 GP, since I don't have time to do the math. 🙂

     

    Later, we kill some raiders and Docs share is 1000GP.  He automatically keep half, the subtracts the 300 from earlier, so he gets to keep 800 and the other 200 gets stashed and later given away to an orphanage they come across. 

     

    Would that work?  I'll be happy to keep track of the math and whatnot.  I can set up a one of my reserved posts here to keep a running total.  🙂

    I'm pretty sure this is fine. Economy is mostly a barter system, and I pretty much expected a lot of your "donation" to be in the form of services/alchemy/etc... As long as it is equivalent value, and it still reflects in you having half as much overall material gain, that is fine.

     

    We're probably going to need to take a close look at what you are getting out of it the first time this happens. I know you have some crazy high craft scores so I expect you'll be able to manufacture at an insanely high rate, so if you are far outpacing income values with your donation values of items given away, we'll likely need to make some adjustments. 

  24. 1 hour ago, dalamb said:

    With the Tank providing Advisory Scout and Find the Gap, is it appropriate to replace my own versions of these two Scout talents with others? We'd lose access to those two when not in the tank, but that's only about 40% of the time if I recall correctly, and some of that 40% is unlikely to involve combat (e.g. negotiating with other people).

    It's actually the other way around. I would say about 60% of your "combat turns" are likely to be taking PC actions rather than tank actions, is perhaps the most accurate way as to how I'm thinking of it. But it will really vary in terms of each character and the tactics each of you choose (and is really a very generally estimate anyway). I think what that means is I expect 30% of encounters to be really targeted at fighting in the tank, 30% to require getting out of the tank to take care of something completely on foot, and the remaining 40% to be more "flexible" - so for instance maybe a fight with raiders that are both on foot and mounted/vehicled where it makes sense for some of you to fight them off the top of the tank or flank them as a smaller unit while the others continue fighting from the tank. Mixed unit type stuff. In those, I don't yet know how each of you will decide to play it. Some will tend to keep operating the tank, others will tend to freelance a bit more. You may figure out ways to use the tank in encounters I expected you to do on foot, and vice-versa. 

     

    The parts that don't involve combat, I'm not really accounting for in the above ratios. Those utilize a lot of non-combat skills by nature, and will usually be handled outside of the tank or in a way that is more independent of the tank mechanics (like you might be negotiating standing on top of the tank turret, but it won't utilize any tank mechanics, if that makes sense.) This is definitely going to be an action-oriented game, but I'll provide a lot of space for roleplay and quiet/non-violent moments as well.

     

    I don't know if that helps your decisions:) But at least it should clarify expectations a bit, at least to my best ability to estimate.

  25. 2 hours ago, Arklytte said:

    Thanks for the answers Pax.  Will respond in detail later, as I have a couple of follow ups which are too long to type on my phone.

    Okay, so I went and made some revisions to the Driver actions after considering the vehicle rules a little more and balancing those with the tank as a creature and what a tank should be able to do. Go take a look at the Tank Rules thread and consider those to mostly supersede the answers I gave you above if they conflict. For the most part, the Tank moves like a creature (besides needing to account a little extra for which way it faces) and Combat Maneuvers more like a vehicle (it has no limbs for finesse stuff, but whenever it collides with something else, crushing and smashing ensues).

     

    EDIT: Also given some of those changes I made, Smash might not be the best Brute talent to use, even if it apples Ram damage in the tank's case. V Overrun already basically does this, and V Bullrush can do it too if you beat by 5, so it's a little more redundant now and something else might be more effective.

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