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PigLickJF

PigLickJF

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

PigLickJF

PigLickJF

  •  
  • 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

PigLickJF

PigLickJF

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.

 


 

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

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.

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.

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] + 7 [Dex/Enhancement] + 2d6 [Fatal Thrust (precision)] + 4d6 [Flashbang (sonic)]

___________________________________________________

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

 

     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

PigLickJF

PigLickJF

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.

 


 

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

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.

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 attack/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.

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 for 2 rounds.

___________________________________________________

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

 

     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

PigLickJF

PigLickJF

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.

 


 

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

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.

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 attack/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.

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 for 2 rounds.

___________________________________________________

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

 

     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

PigLickJF

PigLickJF

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. 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 mop 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.

 


 

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

  • 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.

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 attack/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.

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 for 2 rounds.

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ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

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OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

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NOTABLE SKILLS/SKILL CHECKS

 

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

     Perception: Base +22

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SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

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

     Sense Motive: +10

     Stealth: +25

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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

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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

 

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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.

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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

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