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01: Steel Shepherd


Paxon

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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

Edited by Paxon (see edit history)
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Tatiana "Tanya" Brzinsky
  front-view-female-soldier-with-gun-uniform-black-smoky-wall_140725-153356.jpg?size=626&ext=jpg

Instincts honed by more than a decade on The Tank she thought of as Tia, Tanya was quick to react. This was far from her first approach to a burning town.  "BATTLE STATIONS, Crew. Smoke ahead means somebody is doing some nasty burning. Doc, ahead slow while we make a quick team decision: roll in fast, or scout first? Jana, get below; we don't want to worry about you when we're heading in for a fight."

 

She made sure her shotgun was in reach, and quickly made a mental inventory of the spare ammo in the pockets of her bandolier, then took her binoculars out of their case at her waist, and prepared to use them.

OOCAnything out of character,

Mechanics

Statblock

Tatiana "Tanya" Brzinsky
Female Human Scholar // Conscript, Level 6, Init 12, HP 60/60, Speed 30
AC 21, Touch 20, Flat-footed 17, CMD 23, Fort 7, Ref 11, Will 11, CMB +3, Base Attack Bonus 5
Long Range Automatic Pistol +9 / +4 (1d6, x2)
Long Range Tactical Shotgun +9 / +4 (1d10, 18-20x2)
(+4 Dex, +6 Deflect, +1 Natural)
Abilities Str 6, Dex 18, Con 10, Int 16, Wis 18, Cha 18
Condition Martial Focus
Low-light vision; Darkvision 60'; Skirt Death; Run x5 speed

 

 

 

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 artificer.jpg.337f03bec0abd3d32b4a55a2cffd433b.jpg.8c22c90eda248f12c7583f5f2760f6ec.jpgMartin had been reading through a book while they rolled across the wasteland. Not that he was not attentive to the Tank or the others around him, but he had always found a bit of light reading less distracting the wandering paths of an idle mind. And besides, the old, yellowed pages were part manual, part history of the Tank and its past. When Jana let them know that they were nearing the town, he quickly replaced the thin wire of a bookmark before returning it to his pack beside the gunner's seat. He was adjusting his position when the call to battle stations rang out. Quickly jerking to attention, he elevated the sights up towards the towering smoke cloud. "I would think fast. That much smoke and they are either in trouble, and need help now. Or the trouble has already left and a quick look would not be needed." He called back, even as he double checked the calibration on the gun's sights.

 

 

 

 

Actions/OOC

Actions

 

Statblock

 

Martin
male NG Human Blacksmith 6 | Technician 6, Level 6, Init 8, HP 80/80, TEMP HP 50Speed 45
AC 26, Touch 17, Flat-footed 21, CMD 26, Fort 9, Ref 12, Will 9, CMB +9, Base Attack Bonus 6   
+2; SA/Auto Assault Rifle +14 (1d10+7, 19-20/x2)
Grenade Launcher +12 (Variable, varies; Integrated Armory)
+2; Anti-Ballistic Breastplate (+8 Armor, +5 Dex, +1 Natural, +2 Deflect)
Abilities Str 16, Dex 21, Con 14, Int 18, Wis 12, Cha 10
Condition None  

Various Counters

Ammo:

-Assault Rifle: 35/35

-Grenade Launcher: 0/1

Gadgets: 7/7

Jury Rigged Devices: 0/2

-

-

Tech Sphere Charges: 14/14

Tech Sphere devices: 10/10

-Integrated Armory (Grenade Launcher)

-Speed Lever (Grenade Launcher)

-Speed Lever (Assault Rifle)

-Fire Extinguisher: 2 charges

-Respirator: 2 charges

-Camera: 1 charge

-Clamp Boots: 2 charges

-Sensory Set (Thermal): 2 charges

-Emergency Beacon: 1 charge

-Shelter: 1 charge

Blacksmith Maintenance:

-Technician Maintenance: Backpack with Transmitter Improvement

 

Warpaint: +15ft Move Speed

 

 

Edited by Djacob91 (see edit history)
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  Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

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Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.

 

Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (15/15 rds)
Off Hand: Empty

___________________________________________________

Full: Applying Reactive Armor to The Tank

Free: Your free actions go here.
Swift: Your swift action goes here.
Move: Your movement goes here.
Standard: Your standard action goes here.

Show Mini Character Sheet

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Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
STATS

Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft. 

 

Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
OFFENSE

Grenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damage

Seeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile

___________________________________________________
DEFENSE

AC 20 [Touch 15, FF 15]

CMD 22 [FF 17]

Saving Throws Fort +12, Ref +12, Will +9
DR N/A

Special Clarifying Reinforcements (+2 comp to Will saves)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

General Inventory (42 lbs.)

Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight

50 rounds of Heavy Ammo (5.5lbs)

Gunsmith's Kit (2lbs)

Masterwork Binoculars (2lbs)

2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)

2 Flashbang WPGs (2lbs)

3 Frag WPGs (3lbs)

Exceptional +3 Thieves' Tools (2lbs)

Flashlight (1lb)

Gasmask (2lbs)

2 Gasmask Filters

Compass (.5lbs)

Walkie-Talkies [1 pair] (1lb)

Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)

Engineering Kit (10lbs)

 

Equipped Gear (33.5 lbs)

___________________________________________________

Heavy Sniper Rifle (15lbs)

Grenade Launcher (6lbs)

Seeker Missile Cannon

Darkleaf Cloth Leather Lamellar (12.5lbs)


Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 100 (light)/200 (medium)/300 (heavy)

Current Weight: 85lbs

Show Abilities

  

Passive Effects

___________________________________________________

 

Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.

 

Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free

 

Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).

 

Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.

 

Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.

 

Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.

 

Warning: Allies who can see and hear Det never trigger her traps unless they choose to.

 

Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).

 

Active Effects
___________________________________________________
 

Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)

 

Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.

 

Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.

 

Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.

 

Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.

 

Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent. 

 

Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature), 

Gadgets and Inventions
___________________________________________________

Charge: 18/18

Gadgets: 

Heavy Sniper Rifle (4 charges)

Grenade Launcher (4 charges)

Seeker Missile Cannon (6 charges)

Edited by M3mentoMori (see edit history)
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Markus "Doc" Strumpky - Wasteland HealerScholar 6 (Doctor/Harmacist)
Alchemist 6 (Physician)

CHAPTER NAME

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

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

 

As they rumbled across the Waste, Doc spent the first part of the journey in the area of the Tank dedicated to material storage.  Over his years with the crew, he had established a routine that he went through every morning.  Part ritual, part chemistry workshop, and part religious ceremony, it was one of the ways the man known as Doc worked to expiate the multitudinous sins he'd committed in his early life.

 

Fortunately, the rest of the crew had long ago acceded to his requests for privacy, and so when Doc set up his small, highly efficient, portable lab every morning, they knew to not bother him.  As always, the first thing Doc did was mix together a batch of pigment for each of his fellows and mix it with cleansing & healing herbs to both protect them from the toxic side effects of his own more...unpleasant concoctions, and to bolster their circulatory and immune systems, allowing them to last significantly longer in combat. 

 

Once he'd applied their, and his own, pigments, Doc spent a bit of time carefully and painstakingly refreshing the paint on various parts of the Tank's shell.  He rotated the spots every morning, and today found him hanging onto the barrel of La Chancla while he renewed the neat, stylized letters of one of the main cannon's two crew favorite monikers.  When he was done, he slid over to the other side, being careful to not step on Det's snoozing form, and proceeded to touch up the words Boom Box at the base of the huge weapon.  When he was done, he roused the crew's primary engineer with a gentle shake and held up his paintbrush.  With a grin at her half awake nod of approval, Doc quickly anointed Det with her daily dose of medications.  Spotting Jana up on the cupola, Doc approached the young girl.

 

"Heya, nice to see you up and about."  He exchanged quick morning pleasantries, then got to the meat of his reason for being there.  "Listen, I know we said we'd stop and see about dealing with those Screechers on the way to Greenwood.  If you're going to be anywhere nearby, I need to do something to protect you from some of the nastier side effects of the various concoctions I might need to use to deal with them."  He held up a small pot of blue paint, along with a tiny brush.  "Wont hurt a bit, healer's word.  And as an added bonus, it'll let you run swift as the wind for the rest of the day...even give you a bit more OOMPH if we get in a scrap.  What say?"

 

After securing the girl's permission, Doc quickly daubed a small symbol on each of her temples, along with another pair on the inside of each wrist.  All four resembled small, stylized birds wings.  "There you go.  Yerba mate paste, mixed with Kola nut oil and a bit of dried Gaurana, all in a light grapeseed oil and woad base."  Doc gestured to the pigment"The oil keeps the stimulants in suspension so they can be slowly absorbed by your skin, but also keeps it from being washed away when you sweat.  That, and a few secret ingredients," he winked, "are what work the magic."  Again, he grinned at the girl before he excused himself and headed back inside.

 

*************

 

A bit later, after finishing his morning's work and packing up his gear, Doc slid into the driver's section and swapped places with Alex.  "Heya Duende, I'm all done for the morning.  I know you'd probably rather be out riding, but I appreciate you spelling me.  Oh, that reminds me..." he grinned, "I added Zuki's daily dose of racing stripes while I was giving La Chancla her touch up.  I'm sure she's probably spoiling for a good run." Clapping the smaller man on the shoulder, Doc settled more comfortably into the driver's chair and chatted with his fellow Tanker for as long as the other man cared to chew the fat.

 

Once Duende had left to go on about his own business, Doc glanced at the various control panels and readouts, taking in the state of The Tank.  He gave the steering wheel a gentle pat.  "Morning Tia.  How are you this fine day, old girl?"  Even as he spoke, Doc's hands were flicking switches, pausing occasionally to knock lightly on a gauge or two when they appeared to be stuck...or simply weren't giving him the reading he wished.  When everything was to his satisfaction, Doc settled more fully into his seat, his mind slipping into that automatic, Zen place, the zone where he almost couldn't tell where the Tank began and Doc ended, vehicle and pilot becoming one entity.

 

Once he was fully 'in the zone', Doc's mind slipped back several hours, to the night before, focusing on the scrapper...Earl, that he'd almost literally run into.  When the man had, fumblingly, emptied his pockets, looking for a bit of scrap to trade, Doc had had to hide his smile.  It was doubtful the man had anything that was truly worth anything, but it cost the healer nothing but a bit of time to be polite to the drunk, bitter mutant.  So it was with no small amount of surprise that, when Earl held out his rough, calloused hands, Doc was floored to see that, amidst the usual detritus that one would expect to see, was what appeared to be a BeforeTime flash drive!

 

Carefully, Doc took the handful of material from Earl.  He turned the pinkie sized drive back and forth, inspecting it for visible damage, of which there was none.  The integral clamshell cover seemed to be in working order, and, from what he could tell, the metal contacts in the connector even seemed to be intact!  This was truly a find!!

 

Doing his best to act nonchalant, Doc patted his pockets, trying to think what he had on him that was a worthwhile trade.  Grinning suddenly, he reached into the small pack he perpetually wore at his waist and pulled out a small leather case.  Opening the flap, he pulled out a handful of small, finger sized phials, which he handed to the other man.  "Here, I think you'll appreciate these.  Take one tonight before you go to bed.  Just one, mind you.  Each one is a single dose."  Doc nodded to the bottle that Earl currently had tucked up under his arm, then at the ampules in his hand.  "When you wake up on the morning, that will make sure you dont have wine-head.  As a bonus, you'll probably have the best night's sleep you've ever had."  He handed over the little glass bottles, even as he pocketed the flash drive and other bits of assorted junk.  "There's seven doses there.  Seven nights of peaceful sleep and no hangovers.  One word of caution though.  Dont use them when you're not in a place where you can safely sleep the night away.  They wont exactly knock you out, but they will make you sleep heavy, and it'll be harder to wake up, should it be needful."  He gave the other man a significant look.  "Definitely not something you want to have to worry about in the wild Waste."

 

Turning to look at his other companions, Doc turned his attention back to Earl.  "It was nice meeting you.  Look us up next time we're at the Bazaar, we can swap stories, and I'll stand you a pint or two.  Unfortunately, I've got some business to take care of before we head out in the morning, so I've got to go.  Take care, Earl."  Doc shook the man's hand, a firm, dry grip, without being overbearing, then quickly joined Det and Jana to head into the shops.

 

Coming back to the present, Doc smiled in remembrance.  Reaching into his breast pocket, he pulled the small drive out and held it up to the light.  He'd had Det and Martin take a look at it the night before, and once the two tech heads had pronounced it safe, Doc retook possession of the tiny artifact.  He'd plugged it into the console in his bunk to see what was contained on the device, and had laughed in pure delight when he realized what it was he had.  This was gonna be AWESOME!

 

Now, well pleased with himself, Doc plugged the drive into one of the USB slots on the Tank's system console and quickly downloaded the folder full of files onto his personal partition of Tia's internal memory.  Scrolling through the available list, Doc thought long and hard about his choice.  It took a couple miles for him to finally decide on just the right one, and with another huge smile, Doc stabbed a finger at the touch screen, confirming his choice.

 

Seconds later, the ringing sounds of heavy metal guitarsI just HAD TO. 😄

The Winged Hussars
blazed throughout the mighty beast of battle as it wended it's way across the Wastes.

 

*************

 

Rolling through the canyon as they neared their destination, Doc was only paying partial attention to what he was doing.  Most of his concentration was taken up by thoughts of what interesting concoctions he'd be able to whip up with the Screecher venom sacs that he'd managed to secure earlier when they'd hit the nest that Jana directed them too.  Granted, there hadn't been as many as he would have liked...La Chancla tended to reduce most organic enemies down to their constituent parts.  It sometimes made scrounging for 'leftovers', as Doc had cheerfully come to call them, a difficult proposition, at best.

 

He was still going over recipes when, suddenly, Tanya's voice snapped over the command channel, muting the music he'd been playing...an instrumental piece, and a real thumpity thumper as well.  Reminded Doc of the sound of beating wings and battle.

 

"BATTLE STATIONS"

 

Instantly, Doc's attention was back in the here and now.  With the effortless skill of long practice he brought the Tank down to a near idle...just enough to keep her moving, but not much more than that.  The thudding of heavy boots on the cowling, combined with her shout, let him know what Det was up to, and Doc grinned.  Det could always be counted on to take care of their home.

 

Flipping a switch on his console, Doc activated the microphone attached to his headset.  "Ahead slow confirmed."  He paused for a moment, flipping a couple more switches and adjusting a dial, bringing the mini-gun mount under his control up to 'hot' status and giving the six co-axially mounted barrels a quick 'dry' spin.  A glance confirmed that Tia's power plant, the great machine's beating heart, was putting out plenty of power, and assuring her driver that she was ready for anything he chose to throw at her.

 

"Martin's right, Tanya.  They either need us right now, or we're just showing up to deal with the aftermath.  Either way, there's no point in being coy about things."  He grinned, the expression clearly carried through in his voice as he continued.  "It's not like your Auntie is exactly subtle, is she?"

 

Settling in his seat, Doc made himself ready, shifting his awareness fully into sync with the mighty Beast of war that surrounded them.  "Continuing to creep forward.  Call the ball, Tanya.  'Up is go, on your command.'"

 


 

OOC Stuff

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND WE'RE OFF!!!  😄

 

Not much in the way of prep for Doc, since most of his stuff is prepared well beforehand. 

 

A couple things of note:

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

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

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

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

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

 


 

Combat Mechanics

 

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Edited by Arklytte (see edit history)
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...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

Edited by Paxon (see edit history)
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Packer 'The Stump' Green

 

spacer.pngPacker awakens in the belly of The Beast, clad in his familiar armor and ready to start his morning rituals. Getting a hand with a few hard to reach straps from Doc, Packer leaves his armor with Doc and the Techs to get maintained and a fresh coat of Blue and busts out his grooming kit to 'do a little gardening'. Outside on the edge of the tank, Packer begins with the left foot today and begins clipping the roots which in a single night had grown to about a centimeter or two. Once he finishes cleaning those off, and any other annoying blooms he finds, Packer begins his routine. A serious of stretches and lunges to loosen himself up. Painful sounding snaps and groans like  branches straining and snapping sounds as he goes through the routine. While Packer will admit that his mutations give him some advantages, the fear of one day stiffening up to being a mere block of wood has visited Packer on more than one occasion. Luckily Doc and Packer were able to work out this exercise routine to stay limber. Doc also had some expensive oils and whatnot that would do the same, but Packer wasn't afraid of a little hard work or pain to keep himself fighting fit.

 

It was as he was finishing his final set of Tactical Style Pull ups off the barrel of La Chancla that he noticed Jana staring. Smiling sheepishly Packer wipes off his sweat and some sap-like blood from where some of his bark patches had to crack to accommodate full range of motion. He nods at her as he heads in to collect his armor from Doc saying, "My 'condition' is far more beneficial than some I have seen in the Wastes, but it still takes a little bit of effort on my part to manage. Nothing to worry about though, I am more than well enough to pull my weight on the contract."

 

Recollecting his armor from inside The Tank, Packer finds someone to help him back in it and does a quick weapon check and ammo count on his sidearm before settling in for the ride. Head bobbing in appreciation of the new song pick.

 

**********

At the call to Battle Stations, Packer is ready and jumps too it. He grabs a standard slug for any opening salvo they fire and loads it into the breach, trying to hit the sweet spot as he does so. Responding to the Commander, Packer says, "Slug ready! I say we go in and bring the rain on anything burning down the countryside." 

 

OOC/Actions

Standard Action: Load a Slug (Standard Tank Round)

Swift Action: Load in the Sweet Spot: Link to Roll

Stat Block

Packer 'The Stump' Green
Male LG Blank Slate Origin (human) Sentinel // Conscript, Level 6, Init 4,  HP 84/90-6, DR 5/- | NLFH: 6, Speed 30’ + 15’ = 45’
AC 34, Touch 20, Flat-footed 31, CMD 23, Fort 8, Ref 9, Will 9, CMB +11/+6, Base Attack Bonus 6/1   
Semi Auto, Balanced +2 *As attack action +2 Grand Master Heavy Pistol (Improvised) (10/10 box + 40 ammo) +10/+5 (+15/+10) (1d10+5* (1d6+7), x3 (x2))
+2 Tower Shield Bash +13/+8 (1d8+7, x2)
Unarmed +11/+6 (1d4+5, x2)
 Grand Master Full Plate, Distributed +2 +2 Grand Master Tower Shield  (+11 Armor, +7 Shield, +3 Dex, +3 Deflect)
Abilities Str 21, Dex 10, Con 16, Int 10, Wis 18, Cha 10

Condition None 

 

Edited by bcool999 (see edit history)
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  front-view-female-soldier-with-gun-uniform-black-smoky-wall_140725-153356.jpg?size=626&ext=jpg

With Jana reluctantly but safely inside Tia, Tanya surveyed the battleground ahead. Disciples! Not at all good; they could be counted on to slaughter the innocents without mercy. Well, that meant no mercy for them, either. She cleared her throat and used her command voice. "Doc – full speed straight ahead. We’re going to go east off-road, then southeast, keeping north of the road so we can take get a better angle on the raider vehicles without endangering the townsfolk. Martin, there’s a truck a little behind the refugees – not the one that’s hauling in a refuge truck, that’s too close to the civilians until we get further ahead. Take it out as soon as you get it in range. Duende – your gun has better range than anything, so go for the trikes; your call as to when."

 

There’s going to be a lot of lead coming this way.  She bit her lip, caution warring against the desire to crew the top-mounted gun. What would gran-gran-gran-tia Anna-Maria do? No question; she’d fight. She nestled down, and settled her hands on the controls of the gun.

OOCStill intimidated by Ark's post!

Mechanics

Move action to get into position to use the top-mounted gun with cover from the turret. Standard action to initiate Coordinated Reflexes tactic (+2 circumstance bonus to crew Reflex saves).

Statblock

Tatiana "Tanya" Brzinsky
Female Human Scholar // Conscript, Level 6, Init 12, HP 60/60, Speed 30
AC 21, Touch 20, Flat-footed 17, CMD 23, Fort 7, Ref 11, Will 11, CMB +3, Base Attack Bonus 5
Long Range Automatic Pistol +9 / +4 (1d6, x2)
Long Range Tactical Shotgun +9 / +4 (1d10, 18-20x2)
(+4 Dex, +6 Deflect, +1 Natural)
Abilities Str 6, Dex 18, Con 10, Int 16, Wis 18, Cha 18
Condition Martial Focus. Coordinated Reflex tactic
Low-light vision; Darkvision 60'; Skirt Death; Run x5 speed

 

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

CHAPTER NAME

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

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

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

 

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

 

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

 

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

 


 

OOC Stuff

WHEEEEEEEEEEEEEEEEEEE!  😄 😄 😄

 

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

 

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

 

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

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

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

 

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

 

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

 

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

 

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

 

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

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Self

     Move Action: -

     Standard Action: -

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

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2)

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Edited by Arklytte (see edit history)
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Alex "Duende" Villagos

CHAPTER NAME

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

Alex hadspacer.png chosen to stay quiet when dealing with this new client - it was a habit he'd learned long ago with his family's dealings. Unfortunately, some people just didn't like mutants, and he never wanted to be the reason for a deal to go bad. It sucked, but he was too pragmatic to really let it bother him...much. This Jana didn't seem to be that type - in fact she'd hardly flinched when she'd seen Stumpy, and he was one of the more extreme muties you'd see in most settlements. Besides that, he was the "new guy." He'd only just officially joined The Crew a few months ago when their old scout Eyes finally decided to settle down. He wasn't getting any younger, and his namesake organs certainly weren't getting any better with age, so he decided to step down before he got someone hurt. No one could argue with his years of service nor blame him for wanting to spend out his final years in relative peace, but it was still bittersweet to see him go. Especially so for Duende - bitter at saying goodbye to a friend and mentor, but oh-so-sweet to finally get his chance to be a full-fledged member of The Crew.

 

Now here he was, living his best life. He hadn't interacted with the girl, Jana, but she seemed nice, and it sounded like a good job, so he was glad they'd taken it. He'd lived his whole life on the road, and despite the danger, he still enjoyed visiting new places, seeing new sights, and just exploring this crazy world. Besides, Greenwood sounded like a nice place, and it was always a bit soothing to the soul to come across those rare gems, those small settlements that had found some way to not just survive, but actually thrive, and to provide a semblance of peace and safety to its residents.

 

Of course, life in the Wastes was rarely so lucky. He saw the smoke before Jana did, muttering a quiet "Damn..." to himself, and was about to key the comms to let the Commander know when he heard the girl's voice. His heart sank at the sound of it. It had been phrased as a question, but of course it was the dreaded, unbelieving rhetorical sort. He'd seen smoke like that before and it never meant anything good, and he was sure Jana knew that as well. He brought his rifle to ready, quickly flipping a selector and pressing a button on its sideSwift: Apply Chemical coating: Improved Tanglefoot Bag, comforted by the quiet whirring of the pump that would now coat his next few rounds with one of his concoctions. If there was no trouble it would be a waste, but it was easy enough to replace and a small price to pay for being ready for a scrap, as he had a bad feeling that's exactly what was coming. Next he activated his thermal gogglesMove action: Activate Sensory Set - Thermal vision (1 charge, duration 1 minute) - all that smoke was likely to cause visibility issues, and he needed to be prepared for that. His preparations made, he waited for orders from Tanya - they'd be around this bend and within sight of Greenwood in mere moments, and they'd likely need to be ready to act fast once they could see what they were actually facing.

 

When they came around the bend, his heart sank even more. It was worse than he'd hoped, but the only consolation prize was that they'd gotten here when they did. They still had a chance to save these people - some of them, at least. He only nodded when his orders came through, pressing yet another buttonRound 1: Apply Flashbang w/ Howling Herbology (expend MF) on the side of his highly modified rifle, feeling the slight click as a miniaturized flashbang device was attached to the chambered round. He immediately focused on one of the trikes - the one on the near side, closest to the fleeing victims. He settled his sights on the driver - his first priority was to keep the enemies away from the townfolk. If they could slow down and distract the raiders long enough to let the innocents get some safe space, then they could focus on mopping them up. He steadied his breathing, compensated for the distance and movement of the tank (made easier by Doc's expert handling of her), and squeezed off a shot.

 

The result was immediate and dramatic. The trike driver was hit square in the chest, accompanied by a bright flash and an ear-splitting crack. A split second later, a thick coating of gooey sludge and a tangle of thin cables sprouted from the point of impact, wrapping around the surprised raider's limbs and body, greatly restricting his ability to move and act. Before even waiting to see the full repercussions of his shot, Duende's eyes darted to his next target, the driver of the other trike on this side of the caravan. He took the man in at a glance, noticing the gnarly mass of scars that ran up his right arm, and how he held one leg out at an awkward angle. Once he had a read on the driver, he let his eyes wander over the rest of the raiders and their vehicles, his practiced eye quickly picking out all the most relevant details.

 

Meanwhile, Zuki's systems snapped out of their sleep state, the well-programmed advanced machine learning algorithms immediately responding to the data being collected by its sensory suite. It processed the information in the blink of an eye, then began to feed the results into Duende and The Tank's battle system computers, projecting helpful information onto the various screens and readouts - distances, windages, elevations, trajectories, projected best routes based on terrain features, and more. It was information that experienced fighters would instinctively be processing their own heads anyway, but having it fed into easily-visualized formats made it that much easier to utilize.

 


 

OOC Stuff

Targeting the driver of Trike 2 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

-Thermal vision (ignore concealment from smoke, dust, etc.): 10 rounds

-Chemical Coating - Improved Tanglefoot Bag: 7 rounds

___________________________________________________

COMBAT ACTIONS: Duende

Prep round: Applied Chemical Coating Tanglefoot bag (duration 7 rounds) and activated Sensory Set - Thermal Vision (Duration: 1 minute).

Round 1:

Expended MF to apply Flashbang w/ Howling Herbology to attack.

Full round action to Deadly Shot w/ 2 snipes: Pinning Shot and Hindering Projectiles (Opener).

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), hindered (Hindering Shot: -2 penalty to attack rolls, AC, and CMD), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)

He will also need to make a DC 19 Fort save or be blinded and deafened for 1d4+1 rounds (half damage from Flashbang if he succeeds).

He will also need to make a DC 19 Ref save or be stuck and unable to move

If he's flat-footed, he also has to make a DC 19 Fort save or be Sickened (–2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 2 rounds.

Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] + 2d6 [Fatal Thrust (precision)] + 4d6 [Flashbang (sonic)] + 3d6 [Pressurized Shot] = 53 total (see Dice Tower)

Swift action to Scout Trike 3 Driver (link)

 

COMBAT ACTIONS: Zuki

 

Round 1:

Standard: Focusing Cry (restore MF to Duende & The Tank)

Move: Warleader - Aggressive Flanking tactic

___________________________________________________

ACTION ECONOMY - Round 1

     Free Action: -

     Immediate Action: -

     Swift Action: - Scout Trike 3 Driver

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot

     5 Foot Step: -

Sequence: 2 links (+1 Attack & Damage)

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

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

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

AOE Splash Cold Damage + Stagger; Can Freeze liquid

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

          +5' Half damage

          +10' Radius 1 pt

     Can freeze 3 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Medium creatures

Tank Key

     On dog tag style necklace if not in use

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' Radius - REF 19 or suffer all above effects 

     5' Radius - REF 19 or suffer all above effects

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1)

AoE Sticks targets in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (1)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Edited by PigLickJF (see edit history)
Name
Round 1 Damage: Trike 2 Driver
44
6d6+7+2d6+4d6 [[2,6,4,6,2,1],[1,2],[3,1,3,6]]
Round 1 Knowledge (Local) to scout Trike 3 Driver
27
1d20+15 [[12]]
Round 1 Attack: Trike 2 Driver (targets touch AC)
24
1d20+12 [[12]]
Round 1 Pressurized Shot Damage: Trike 2 Driver
9
3d6 [[3,4,2]]
Round 1 Knowledge (Engineering) to identify vehicles
23
1d20+15 [[8]]
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   Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

It never got any easier, running into the Disciples. Their fragmented nature, frothing fanaticism, and gleeful violence meant that there was always a splinter somewhere, and they always showed up to terrorize the hardworking townsfolk. Like a nest of rabid rats. And like vermin, Ariane's first response is to stomp them all out, but - unfortunately - her rifle wasn't too good at this extreme a range. She'd have to settle for hitting them with the tank's cannon, then, and for that, they'd probably need to be closer. Det scrambles back into the tank and starts cranking switches and beating recalcitrant equipment, pushing even more speed out of the behemoth, calling out to the crew all the while. "Governer's off, Doc, floor it! Stabilizers ready when you are, Martin! Can keep 'em both running for 'bout thirty seconds before I need to shut 'em off!"

 


Show Mechanics

OOC commentary

 

Knowledge (Local) 20, Knowledge (Engineering) 27

 

Tank gains 15ft of movement speed, and +3 to attack rolls, saving throws, skill checks, and ability checks for 1 round.

 

Tank gains 20 stress.spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (15/15 rds)
Off Hand: Empty

___________________________________________________

Full: N/A

Free: Your free actions go here.
Swift: Disable the Governer on the tank
Move: Move to a hatch, down it, and to the Engineer position
Standard: Push the Tank into Overdrive

Show Mini Character Sheet

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
STATS

Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft. 

 

Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
OFFENSE

Grenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damage

Seeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile

___________________________________________________
DEFENSE

AC 20 [Touch 15, FF 15]

CMD 22 [FF 17]

Saving Throws Fort +12, Ref +12, Will +9
DR N/A

Special Clarifying Reinforcements (+2 comp to Will saves)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

General Inventory (42 lbs.)

Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight

50 rounds of Heavy Ammo (5.5lbs)

Gunsmith's Kit (2lbs)

Masterwork Binoculars (2lbs)

2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)

2 Flashbang WPGs (2lbs)

3 Frag WPGs (3lbs)

Exceptional +3 Thieves' Tools (2lbs)

Flashlight (1lb)

Gasmask (2lbs)

2 Gasmask Filters

Compass (.5lbs)

Walkie-Talkies [1 pair] (1lb)

Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)

Engineering Kit (10lbs)

 

Equipped Gear (33.5 lbs)

___________________________________________________

Heavy Sniper Rifle (15lbs)

Grenade Launcher (6lbs)

Seeker Missile Cannon

Darkleaf Cloth Leather Lamellar (12.5lbs)


Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 100 (light)/200 (medium)/300 (heavy)

Current Weight: 85lbs

Show Abilities

  

Passive Effects

___________________________________________________

 

Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.

 

Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free

 

Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).

 

Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.

 

Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.

 

Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.

 

Warning: Allies who can see and hear Det never trigger her traps unless they choose to.

 

Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).

 

Active Effects
___________________________________________________
 

Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)

 

Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.

 

Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.

 

Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.

 

Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.

 

Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent. 

 

Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature), 

Gadgets and Inventions
___________________________________________________

Charge: 18/18

Gadgets: 

Heavy Sniper Rifle (4 charges)

Grenade Launcher (4 charges)

Seeker Missile Cannon (6 charges)

Edited by M3mentoMori (see edit history)
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 "artificer.jpg.337f03bec0abd3d32b4a55a2cffd433b.jpg.8c22c90eda248f12c7583f5f2760f6ec.jpgAvoiding friendlies," Martin called back up in response to the Tanya's command as he held his gaze steady through the main gun's sights. Reaching a hand up, he slide his googles down and flipped a switch on the side. His vision shifted red for a moment, before most of it shifted back down towards blues. The carefully collected, repaired, and maintained tech did not wash out his entire vision, but it did highlight major heat sources, like a truck's engine. He waited and listened as the Tank roared into battle. The growling engine revving louder as Det pushed it harder. The clank of the freshly loaded shell landing just right. The swerve as Doc pulled some maneuver out to get them around and out to the side. Leaning into the turn, he waited for the slight correction as one of the trucks landed in his sights. Not the harpoon truck that he would have wanted, though that shot would be difficult even if they were closer, but the gun truck. That one was just about right, "Firing." He called as the cannon ticked upward a moment, right before the firing pin snapped forward, and the shell left the Tank behind with an explosive roar.

 

 

 

 

Actions/OOC

Actions

 

Move Action: Activate Thermal Googles to negate Concealment on Truck.

Standard Action: Make a Sunder attempt against the Gun Truck adding Deadly Shot, Push Shot, Vital Strike, and Thunderous Blows. Looking at +21, -4 for Range, so +17 to Attack for 17d6 damage. Ignores 3 points of Hardness for the Sunder Attempt, and the attack roll also counts as a Bull Rush attempt to push the target away from us.

 

Link to Rolling Thread; ATK: 30; DMG: 63

EDIT: ATK: is actually 32, using Tank's size modifier adds +4, but removed the bonus from Giantslayer which was +2 for a +2 difference.

Statblock

 

Martin
male NG Human Blacksmith 6 | Technician 6, Level 6, Init 8, HP 80/80, TEMP HP 50Speed 45
AC 26, Touch 17, Flat-footed 21, CMD 26, Fort 9, Ref 12, Will 9, CMB +9, Base Attack Bonus 6   
+2; SA/Auto Assault Rifle +14 (1d10+7, 19-20/x2)
Grenade Launcher +12 (Variable, varies; Integrated Armory)
+2; Anti-Ballistic Breastplate (+8 Armor, +5 Dex, +1 Natural, +2 Deflect)
Abilities Str 16, Dex 21, Con 14, Int 18, Wis 12, Cha 10
Condition None  

Various Counters

Ammo:

-Assault Rifle: 35/35

-Grenade Launcher: 0/1

Gadgets: 7/7

Jury Rigged Devices: 0/2

-

-

Tech Sphere Charges: 14/14

Tech Sphere devices: 10/10

-Integrated Armory (Grenade Launcher)

-Speed Lever (Grenade Launcher)

-Speed Lever (Assault Rifle)

-Fire Extinguisher: 2 charges

-Respirator: 2 charges

-Camera: 1 charge

-Clamp Boots: 2 charges

-Sensory Set (Thermal): 2 charges

-Emergency Beacon: 1 charge

-Shelter: 1 charge

Blacksmith Maintenance:

-Technician Maintenance: Backpack with Transmitter Improvement

 

Warpaint: +15ft Move Speed

 

 

Edited by Djacob91 (see edit history)
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Packer ‘The Stump’ Green

spacer.pngThere is a bone shaking THUD as the cannon of The Beast once more roars across the wastes, but Packer is too distracted to appreciate it. The cannon brings fire and ruin to their enemies, and Packer is responsible for fueling that fire. With a heavy grunt, Packer grabs another slug and attempts to load it into the sweet spot once more. “Another Slug in the chamber!” Packer calls out to Martin letting him know he once more has a package to send. Then Packer grabs another to heave onto the loading rail.

OOC

Actions

Swift Action: [roll=Sweet Spot Load]1d20+4[/roll]

Standard Action: Load a standard Slug

Move Action: [roll=Rack em up]1d20+5[/roll]

 

 

Name
Sweet Spot Wisdom
22
1d20+4 [[18]]
Rack em Up Strength
21
1d20+5 [[16]]
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...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'

Edited by Paxon (see edit history)
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Markus "Doc" Strumpky - Wasteland HealerAlchemist 6 (Physician)
Scholar 6 (Doctor/Harmacist)

Steel Shepherd

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

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

 

A shudder ran through Doc as La Chancla roared.  Part of him...the part that still bore the pain filled memories of his time as a raider and taker of life...was ferally pleased at the thought of the Disciples getting what was coming to them.  Of course, that self same part belonged to someone who would probably have been right there with them, had he continued to live as that person...if the elderly, shabby wasteland doctor who found him, mostly dead, in a heap of refuse that used to be several dozen raider bodies, hadn't saved him.

 

The larger part, however, felt the shudder as pure anguish.  Sweat beaded on the doctor's brow as he thought of the wounds that would result from one of the great shells that the weapon fired. About the bodies, twisted, blasted apart, ravaged by uncaring steel and gunpowder.  He knew that, in the main, the majority of the Disciples were well and truly irredeemable.  As bad as, if not worse, in some ways, than his former gang mates.  And he knew that each and every one of them was either in the process of committing, or would be trying to commit, atrocities on the citizens of Greenwood.

 

None of that mattered to his subconscious, however.  For all their depravity, their evil, they were still people, still sentient, mindful human beings. The very same people he'd sworn to help, to save, in every sense of the word.  And even though his rational mind reminded him, often and loudly, that the greatest share of his concern should be in the Disciples victims...and, in fairness, he was, truly and intensely, concerned about them, a part of him couldn't help but weep for the wounded and dead that The Crew of The Tank were about to start piling up.

 

Despite the mental turmoil chewing holes in Doc's very soul, his body was rock steady.  With unconscious skill he navigated up the side of a small, dry creekbed, over a small saddle of dirt, and back onto the thick vegetation that he'd mostly been driving on, since it offered a combination of good grip and dense soil.  Anticipating Tanya's next order...really, just extending her order from earlier, Doc kept the pedal to the floor, moving parallel to the road, engine redlined, as he did his level best to get close enough to the oncoming convoy to give everyone besides Martin and Duende a chance to help defend the fleeing Greenwood-ites.

 

"Tanya", he called over his shoulder, "at this speed, we're going to be past them in just a few seconds.  We should swing around and slow down once we're behind them.  If we circle around to the other side of the road, we can maintain flanking speed and still be able to hit them, but keep the vehicles from Greenwood out of our line of fire."

 

Turning his head slightly to one side, Doc hollered towards the Engineering console.  "Det, if you can manage it, keep the engines redlined a bit longer.  Even if I stop going flat out, we'll need the extra speed to maneuver.  I dont want to get too far away from these bastards, and I definitely dont want to have to play catch-up."

 

Returning his attention to the field ahead of him, Doc did his hest to keep things straight and level, trying to give the others the most stable firing platform possible.

 

Even as he did so, Doc cringed, internally, his stomach roiling with the bite of bile and acid, but knowing, deep in his heart of hearts, that stopping this madness, and soon, was the best way to save as many lives as possible.

 

 


 

OOC Stuff

Doc is introspective... 😞

 

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

_________________________________________________________________________

A couple things of note:

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

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

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

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

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

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

          Each dose gives the following benefits: +3 to save vs Emotions; +2 to your next save (lasts until used); +3d4 Temp HP; +3 vs Sleep effects.  Once taken, these effects last for 1 hour.

 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

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

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.  If Det takes the 'Push It' action, that adds another 15', bringing Tia's speed up to 70'. 

 

     Either way, Doc will use the Run action (as a Full Round action), which gives them an overall speed of either 275' OR 350'.  Doc will continue at full speed, mostly moving Southeast, to parallel the road to give everyone a better chance to hit something.

 

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

 

Barring orders from Tanya to the contrary, Doc will make the turn to the southwest (assuming we're roughly parallel to the two groups at that point).  Since Doc has Sharp Turn he can easily make the necessary turn without stressing his skill or slowing down.

 

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

 

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

 

     Finally, Doc will use a Swift Action to Aid Another on himself,  once again adding +4 to his Piloting skill.

___________________________________________________

ACTION ECONOMY

     Free Action: - Calling out into to crew

     Immediate Action: -

     Swift Action: - Aid Another on Martin

     Move Action: -

     Standard Action: -

     Full Round Action: - Run 275'/350' SouthEast, then turn Southwest

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

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

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

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

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

         Healer's Kit: +2

     Knowledge (All): Base +21

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

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

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

     Sense Motive: +20

     Stealth: +11

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

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

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

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

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

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

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

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

Current Initiative Bonus: +2 (DEX)

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

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

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

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

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

Current CMB: 6 (4 BAB + 2 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

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

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

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

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

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

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

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

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

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

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

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

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

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

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

     Profitable: 2x profit on created items

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

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

     +4 to Heal Checks

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

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

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

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

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

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

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

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

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

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2 (1 Healing))

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

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

     20' Radius: FORT 18 or suffer all above effects

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

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

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

Salve (4)

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

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

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

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

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

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

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

War Paint

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

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

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

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

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

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

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

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

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

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

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

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

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

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

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

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

     Craftsman: Mundane items take half normal crafting time

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

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

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

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

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

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

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

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

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

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

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

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

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

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

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

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

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

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

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Edited by Arklytte (see edit history)
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