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01: Steel Shepherd


Paxon

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Tanya suppresses a moment of fear realizing a zealot is right behind her. In that moment she remembers her father's parting advice when she left home to become a Tanker: Trust your crew. They'll have your back.  This crew had proved that, time and again, against raiders, dinos, and all the dangers of the Wastes.

 

She calls out, "On my mark, cannon target the gun truck to the southeast." She swivels the light machine gun to target the raiders on the back of the platform truck, and fires one burst. The instant she relaxes her finger on the trigger, she calls out, "Mark!"

OOCNothing to report..

Mechanics

Special attack action for an autofire burst at what I think are the 6 in-line targets on the platform truck. Results in the rolling thread.

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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Martin nodded but frowned with the shift in target again. They were bouncing back and forth a lot, although given the rolling fight with civilians around that was to be expected as they broke up the enemy formation. Or swarm, depending on how one looked at it. "Holding for gun truck." He replied, turning to look at the vehicle in question but not yet moving the cannon, and by extension all the other weapons equipped to the main turret. He mentally tracked the new target and angle of attack as he waited the extra few moments. At the word "Mark!" he quickly shifted back. With a twist of the controls, the whole turret tracked where to realign with Martin's on thoughts were. The turret stopped for only a moment before Martin announced, "Firing." as he pressed the button and the cannon emptied a round towards the raiders with its own announcement.

 

 

 

Actions/OOC

Actions

 

Move Action: shifting tank cannon 90 degrees, or more if needed based on movement, to the left to target the Gun Truck.

Standard Action: Make a Sunder attempt against the Gun Truck adding Deadly Shot, Push Shot, Vital Strike, and Thunderous Blows. Looking at 12(base)+2(Powerful Maneuvers)+4(Size), so +18 to Attack for 16d6 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.

 

Used OGMW for rolling

 

Sunder Roll: 27

Damage Roll: 56

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): 1 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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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

As the great metal Beast thundered across the wasteland, intent on it's work of saving the refugee villagers, Doc spotted a pair of downed bodies in the road, almost directly in front of them.  A burst of adrenaline flooded through the healer, and he made a snap decision, instinctively knowing the best route to both avoid the fallen and give the rest of the crew the best chance to deal with the remaining raiders.

 

"Turning!  I'm going to cut between the two groups of raiders.  Y'all should have your pick of targets." Doc called out over the tanker net, making sure to raise his voice enough that the crew outside, who likely had ditched their headsets, would be able to hear.

 

Suiting actions to works, Doc spun the wheel and turned them due West, quickly swerving around the limp forms.  From this distance, and at their current speed, Doc couldn't tell if they were villagers or attackers, nor did he care. They were people, and he would do his damndest to avoid making their lot any worse than it already was.

 

Even as they started their turn, Doc's free hand was busy, snatching a prepared clay sphere from his belt pouch and slipping it into the air pressure relay.  Hearing the CLICK that let him know the projectile was properly seated in the launcher, Doc once more worked the small joystick integrated into his steering wheel.  Lining up carefully on the top of the cab of the harpoon truck, he depressed the firing button.  "Sneeze bomb, away, targeting the harpoon truck!  Hopefully it'll slow 'em down some."

 

And hopefully give me time to save their poor victims...

 


 

OOC Stuff

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

Rolls are in the Dice Thread

_________________________________________________________________________

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 5 different effects in a single shot.  Once taken, these effects last for 1 hour.

     Each dose gives the following benefits:

                Heals the drinker for 50HP (Note that this only works on those who have received a  daily Innoculation from Doc (the Crew + 1 other (currently Jana)).

                           ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS

                +3 to save vs Emotions

                +2 to your next save (lasts until used or time limit expires)

                +3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'

                +3 vs Sleep effects. 

 


 

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'.

 

     Doc will turn 45° to an orientation of straight West.  Ghost Tank has been moved on the map to reflect current location.

 

     NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

 

     He will expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance (since they have moved more than 20').

 

     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.

 

     Doc will use his Standard Action to grab, load into the launcher, and fire an Improved Sneezing Powder Formulae at the top of the cab of the Harpoon truck.  This is indicated by the Orange Circle.  The Orange Dot is the point of impact.  The two Raiders in the back of the harpoon truck, since they are adjacent to the point of impact, will need to make a DC 23 FORT Save.  Everyone else in the circle will need to make a DC 18 FORT Save (this includes the Raiders in the back of the harpooned jeep). 

     Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save.  Making their save immediately ends the effect.

     This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.

 

     Additionally, the two Raiders in the back of the harpooned jeep (as well as the villagers in the jeep) are now/still within the AOE of Doc's Sleep Toxin, as indicated by the Green Square on the map. 

     The Toxin will Linger for 5 more rounds, and must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

     All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
 

     Doc will use a Swift Action to Aid Another on himself,  potentially adding +4 to his attack.

___________________________________________________

ACTION ECONOMY

     Free Action: - Expend Crew MF for Moving Target

     Free Action: - Expend Personal MF for Lingering Toxin

     Free Action: - Regain Personal MF via Mobile Focus

     Immediate Action: -

     Swift Action: - Aid Another on Self (+4 to Attack)

     Move Action: - Turn/Move 55' West

     Standard Action: - Use Launcher on Harpoon Truck

     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: 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 (0 + 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

 

 

 

____________________________________________________________________________

 


 

Edited by Arklytte (see edit history)
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Refugee Column, Round 5

Outside Greenwood

 

Det takes another shot through her firing port. Where the precious one aimed for mass-destruction, this one needed pinpoint accuracy, and it succeeded. The pistol the Zealot was about to use against the driver of the livestock truck exploded in his hand as the shot struck it, fragments shredding the appendage as well as the face and neck he was holding it near. The shock and pain knocked him swinging, though through an amazing effort he managed to keep his grip on the rear-view mirror mount, swinging out then back up to the window. With the brief respite, the driver of said truck was able to retrieve the shotgun on the seat next to him, and the muzzle greeted the Zealot as he tried to regain a grip. He moved his head aside just in time to avoid most of the blast, but in doing so he lost his grip and dropped to the ground. The livestock truck kept going, but the off-road buggy which was looping around took the opportunity presented to it. It smashed into the downed Zealot, sending him flying through the air, bouncing off the ground, and not getting up again.

 

Atop the Tank, The Stump approached the Zealot, leading with his shield. "Come on, you freak! I'll send you back to hell, demon-spawn!" he shrieked, spittle flying from his mouth. Then Packer sent him flying with a mighty shove, through the air and over the back of the Tank. He hit the ground and rolled with the impact as the Tank kept moving. Still crying out expletives and curses, the Zealot trudged behind the tank, yanking a grenade off a clip and pulling the pin as he kept approaching. 

 

Next to Packer, Tanya's light machine gun opened fire. She sent a long burst toward the platform of tall truck, where several enemies were nicely aligned for targeting. She saw puffs of blood and dust, and sprays of metal as her rounds chewed up the sides of the platform and tore chunks out of the Disciples atop it. The gunner on the side facing the Tank slumped over, his mounted gun pointing off in a non-threatening direction. 

 

Next Duende took his shot. The round slammed right into and through the stuck zealot's chest, ripping a hole right through heart and lungs. It tore through so fast the other modification on the round were barely able to take hold, and didn't end up mattering anyway as the zealot collapsed, feet still glued to the top of the Jeep. Next to him, the other raider looked on in alarm, though he was now wheezing and sneezing violently in two clouds of toxin, barely able to muster enough strength to keep trying to saw through his bindings.

 

Amidst the cacophony of small arms fire, the big cannon split the air once again with a might boom. The round streaked through the air at close range right into the front of the gun mounting truck. It ripped right through the vehicle down its length, as smoke and fire blasted out in an explosion. The truck stopped in its tracks, completely ruined, with any occupants doubtless killed or stunned by the destructive impact.

 

The Tank veered steadily on under Doc's guidance, as he multitasked and shunted another toxic delivery through the launcher. It blasted its cloud all over and around the now-moving Harpooner vehicle. The occupants inside the cab and the Zealots in the back began sneezing, their bodies occupied by the involuntary reactions. The driver was not able to control the vehicle with any nuance, though he kept it moving forward. One of the Zealots in the rear was only able to squeeze one quick shot off toward Packer before another sneeze wracked him. It was surprisingly good one, on target, though it still glanced harmlessly off of The Stump's sturdy armor. The other zealot in the Harpooner handled the powder a little better, enough to empty his assault rifle at the Tank and everyone he could see on it. None found their mark or caused any harm.

 

The remaining raider vehicles all seemed to change tactics, through there was apparently little coordination of what exactly those tactics were. The remaining Trike kept speeding past the Tank, and headed in the general direction of the destroyed gun truck, perhaps to render assistance. The truck with a big buzzsaw stopped its pursuit of the refugees, and instead made a looping U-turn, wheels kicking up dirt in the maneuver, and re-oriented to make a charge at Tia. The driver of the platform truck appeared to decide he'd had enough, and turned the vehicle off the road over the bumpier ground, neither chasing the refugees nor engaging the tank. Maybe it was all the explosions and automatic fire wracking the upper deck, or the ceasing of his own machine guns, thought got through to the driver that this wasn't the kind of fight he wanted to stay in. Atop that truck, a few of the raiders still had some fight in them. Though both gunners were out of action, the Zealot with an RPG was reloading his weapon. Two other leaned over the rail and returned fire at the Crew, just barely missing Duende and Tanya. 

 

"You did it! They're getting away!" Jana shouted, having opened up another small viewing port and observing the first of the escaping vehicles pass into the small valley that Tia had emerged from. Even the stragglers seemed like they would get away, with the raider vehicles refocusing efforts. At least with the notable exception of Jeep, still stuck through and being dragged behind the Harpooner. 

OOC / MECHANICS

OOC

Round 5... Here we go...


MECHANICS

Crew Results 

Det: Sunder attempt succeeds, and completely destroys the weapon the zealot was holding. All excess damage (a lot of it) applied to Zealot. The shot practically blew off his hand, so I made him make a climb check to continue hanging on, which he aced. 

Packer: Successfully bullrushes the Trike Zealot, with enough success to push him right off the back of the tank. Zealot AOO fails, as does his attempt to grab onto the Tank. He does manage to fall and roll without taking much damage.

Duende: Successfully scouts Zealot. Then straight up blows him away. Not making any save rolls for him because the crit killed him.

- Vehicles and Raiders Scouted

- Zuki Aggressive Flanking centered on tank, restores MF

Tanya: Tanya fires a burst at almost everyone on top of the Platform Truck. I'm going to apply the rolls from closest to furthest.

  • Starboard Gunner hit for 7 damage. He is now dying. (also still on fire, so bad news for him)
  • Platform Zealot 2 hit for 2 damage
  • Platform Raider 2 hit for 7 damage
  • Platform Raider 1 hit for 7 damage
  • Platform Zealot 1 missed
  • I have a token still there for the Archon but he's already dead. The last attack would apply to the truck, though it doesn't breach hardness.

- Common raider humanoids and vehicles are considered Scouted for your effects

Martin: Hit with main cannon attack on the Gun Truck. This destroys the Gun Truck. 

Doc: Drives Tank 55' W. Launches a Sneezing Powder encompassing the Harpooner truck and Jeep. Saves in roll thread, several become staggered.

- Vehicles and Raiders are considered Scouted

 

Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.

Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.

Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.

Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.

Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).

Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.

Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.

Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.

 

NPCs                               

The Greenwood vehicles continue fleeing at top speed. They seem to be almost in the clear now as raider attention focused on Tank. The exception is the Jeep and its occupants, still stuck onto the Harpooner.

Livestock Truck: With a window granted by Det shooting the Zealot, the Driver shoots the Zealot with a shotgun. Barely clinging to consciousness anyway, he falls off the side. The Buggy runs him over, finishing him off. 

 

Platform Truck [broken]: Now veering off the path, seemingly disengaging.

  • Port Gunner: Had put the fire out, but bleed takes him to 0. Dying.
  • Starboard Gunner: Tanya's burst takes him to 0, and he's still on fire, so pretty much dead.
  • P Zealot 1: Reloads RPG
  • P Zealot 2: Succeeds on bot being on fire anymore. Takes two shots, targeting Duende and Tanya. Both miss (Tanya's cover saves her again)
  • P Raider 2: Tries to shoot Packer, misses.
  • P Raider 1: Taking full defense.

Gun Truck [wrecked]: Taken out by Martin's cannon shot.

Trike 1: Keeps driving after zealot jumped from back. Speeds over toward Gun Truck.

  • Trike 1 Zealot: Rolls after being pushed off the tank. Runs 30' toward tank like a madman. It looks like he has pulled out a grenade and is holding it.

Harpooner: Continues forward, still dragging the Jeep behind it.

  • Harpooner Zealot 1: Has been killed.
  • Harpooner Raider 1:  Still trying to free himself from tanglefoot
  • Harpooner Zealot 2: Fires a pistol at Packer, misses
  • Harpooner Zealot 3: Spray and Pray with his assault rifle. His prayer goes unanswered (all misses)

BuzzTruck [broken]: U-turns, heading toward Tank.

Knowledge Checks

Identify Vehicles: K:Engineering

Identify Raiders: K:Local


Scene / Map / Enemies

Cedar Valley and Greenwood 

The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched. 

___________________________

Map

Roll20 Link

Grid measurements are accurate.

Tactical Closeup (click to enlarge)

image.png.d949ba28fadbce6678212d67155034b8.png

 

___________________________

ENEMIES

Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 5'

-- Trike 1 Zealot: Chasing Tank | Range: 25'

Trike 2: Prone, out of action.

> Trike 3 Prone, out of action.

> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 30'

> GunTruck Wrecked, out of action

> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 75'

 - - Harpoon Raider 1 atop Jeep

 - - Harpoon Zealots 2 and 3 in the back

> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). All top deck occupants have Partial Cover. Conditions: On Fire [Broken] | Range (at beginning of turn): 65'

  • Archon: Dead
  • P Raider 1: bloodied
  • P Raider 2: bloodied
  • P Zealot 1: bloodied
  • P Zealot 2: bloodied
  • Port Gunner: Dying
  • Starboard Gunner: Dying

____________________________

Other NPCS

Group of escapees from Greenwood

• Off-roader buggy

• Bus

• Truck with big fuel tank

• Hauler truck with trailer

• Truck with livestock pen 

• Cruiser

• Jeep [Harpooned]

• Dirt Bike 

• Pickup [Wrecked, Prone]


Tank

THE TANK

Gargantuan Land Vehicle (15'W x 25'H x 15'H)

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 18 (Reactive Armor) 

Stress: 15

Engine Governor: OffTurn on/off as swift action.
When on, +15' speed, 10 stress per turn

Crew Martial Focus: NO

_______________________

Main Cannon

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

Speed Loader Round: No (loader or gunner may reload as move action)

30 Ammo Capacity

Base Cannon Rounds: 20

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

________________________

Gadgets and Secondary Weapons

Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.

LauncherLaunch object any direction in 60' range increments. 2/4 uses.

Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.

Gadgets: 10/10 remaining.

Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.

Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 90/100 ammo.

_________________________

Capacity

Raw Material Storage: 500/500 lbs

Passengers: 5/8 (Doc, Tanya, Martin, Det, Jana) | On Top: limited only by room (Packer, Duende)


Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents

 

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

spacer.pngPacker disdainfully waves off the crazed zealot and turns back to Tanya. He snaps off a short salute to Tanya and reports, “Boarder repelled ma’am, returning to post.”

Packer gazes out on the battlefield sparing a second glance at the Buzz Truck coming back around for a possible ramming attack. Confident that Doc will make Tia dance around that busted scrap Packer makes his way back to the hatch he climbed out of to reach topside. Climbing back down into his seat at the cannon’s breech, Packer grabs a shells and slots it into place. “Missed me Martin? Got another package ready for you to send.” Packer calls out after insuring the breech is locked and ready to fire.

Packer notes with displeasure that he was off on catching the sweet spot. Likely too rushed after just getting back to post.


 

OOC

Actions

Move Action: Move into the Tank and return to Loader seat.

Standard Action: Reload Tank (Standard Slug)

Swift Action: Sweet Spot Reload (Tower Roll)

Condition

HP 84/90-6, Temp Hp: 50, Delayed Damage: 0/18, DR 5/-, NLFH: 6

AC: 34 (31 vs projectiles)

 

Edited by bcool999 (see edit history)
Name
Sweet Spot (Wisdom)
5
1d20+4 [[1]]
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  front-view-female-soldier-with-gun-uniform-black-smoky-wall_140725-153356.jpg?size=626&ext=jpg

At Jana's shout, Tanya takes a quick look north, and feels a moment of satisfaction. Step one complete; this batch of refugees would be safe. But that just reminded her of the column fleeing south, who they couldn't help -- and of the mass of raiders just outside the town to the southeast. "That's good, Jana," she says, "but we still have work to do."

 

The quick look around gave her a renewed picture of the battlefield. She calls out, "Doc, bring us around clockwise; La Chancla can go for the buzztruck, and I'll take another shot at the platform. Everyone else, pick your targets. We still need to take out the harpoon truck."

OOCNothing to report..

Mechanics

Special attack action for an autofire burst at what I think are the four remaining in-line targets on the platform truck. Results in the rolling thread.

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 HealerAlchemist 6 (Physician)
Scholar 6 (Doctor/Harmacist)

Steel Shepherd

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

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

Doc watched with satisfaction as his improvised 'bomblet' smashed into the top of the harpoon truck.  The healer smiled with grim satisfaction as he saw the red-gold cloud of distilled, powdered sneezeweed sap envelop the entire area around the truck and, unfortunately, the jeep that was being drug behind it.  But the fog of irritant did it's job, and Doc could see several of the raiders begin to sneeze uncontrollably.

 

Turning his attention to the remainder of their foes, Doc heard Tanya's voice coming through his headset.  "On it!" he called.  Being long familiar with Tanya's terse nature when giving orders, Doc quickly grokked her desire and plotted out an appropriate course of action.  "Coming around!" Doc hollered, suiting actions to words and slewing the steering wheel.  "I'll do my best to keep us tight enough to fire personal arms.  La Chancla shouldn't have any trouble at all, right girl?"  Reaching out, Doc patted his hand against a nearby bulkhead, even as he stomped on the gas as he came out of his final turn.

 

Sparing a moment of concentration, Doc caught sight of the fleeing refugees.  He was pleased to see that they appeared to have mostly gotten away.  He just hoped that the other groups were as lucky.

 


 

OOC Stuff

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

Rolls are in the Dice Thread

_________________________________________________________________________

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 5 different effects in a single shot.  Once taken, these effects last for 1 hour.

     Each dose gives the following benefits:

                Heals the drinker for 50HP (Note that this only works on those who have received a  daily Innoculation from Doc (the Crew + 1 other (currently Jana)).

                           ANY HP REMAINING BEYOND THE CHARACTER'S MAX HP BECOME TEMP HP. THESE LAST FOR 6 HOURS

                +3 to save vs Emotions

                +2 to your next save (lasts until used or time limit expires)

                +3d4 Temp HP (this stacks with any Temp HP gained from healing 'overflow'

                +3 vs Sleep effects. 

 


 

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'.

     Doc will use both his Standard and Move actions to move the tank.  The Tank's total speed this round is 110'

 

     Doc will turn the tank in a modified 'C' shape, as indicated by the BLUE LINE on the map. Ghost Tank has been moved on the map to reflect current location/orientation.

     Since Doc is making multiple turns, he only pays the turn cost (5') for the last turn, so the total movement is 105'.  His Profession (Pilot) skill is +23, so he should automatically make the DC 20 check, but I'll roll in the dice tower just in cast he fumbles.

 

     NOTE: THERE IS NO MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

 

     He will expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance (since they have moved more than 20').

          Note that Doc has taken this talent twice, so it works against Melee attacks (which I presume the Buzztruck counts as).

 

     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.

 

     Docs Improved Sneezing Powder Formulae remains active for the next 5 rounds.  This is indicated by the Orange Circle.  The Orange Dot is the point of impact.  Everyone entering the circle will need to make a DC 18 FORT Save. 

     Those that fail are immediately struck with constant sneezing and are Staggered. Anyone who fails the initial save must continue to make FORT Saves for an additional 5 rounds (1d4+1, rolled in the Dice Thread), and remain Staggered so long as they continue to fail their save.  Making their save immediately ends the effect.

     This is a Poison Effect, and thus has the Incurable rider and, because Doc will expend his personal MF, the Lingering Poison feature as well, meaning it will linger in the air for 6 rounds, and anyone entering/starting in an affected square will need to make a new FORT save, and potentially start their 5 rounds of potential continued sneezing all over again.

 

     Additionally, the Green Square on the map is the Drowsy Toxin, and will remain active for 4 more rounds. 

     The Toxin must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

     All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
 

     Doc will use a Swift Action to Aid Another on himself, adding +4 to his Profession (Piloting) skill.

___________________________________________________

ACTION ECONOMY

     Free Action: - Expend Crew MF for Moving Target

     Immediate Action: -

     Swift Action: - Aid Another on Self (+4 to Piloting)

     Move Action: - Turn/Move 105' in a Clockwise 'semi-circle'

     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: 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 (0 + 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

 

 

 

____________________________________________________________________________

 


 

Edited by Arklytte (see edit history)
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   artificer.jpg.337f03bec0abd3d32b4a55a2cffd433b.jpg.8c22c90eda248f12c7583f5f2760f6ec.jpg

Martin gave a grim grin at the gun truck. Not that he enjoyed the killing, but sometimes these things just needed to be done. He had been freed by one such act long ago, and a few more good people would see another day by this one. His attention was shifted back to the current fight as Tanya called out the next target. "Tracking towards Buzztruck." He said back in answer, the turret clicking as the machine turned its gaze towards the truck in question. When Packer dropped in, Martin looked over his shoulder towards the green man, "Nice timing, thought I'd have to jump up and do it myself for a second." He called back with a more amused grin. As the turret finished it turning, Martin sighted in, tracked slightly back, and called out "Firing."

 

 

 

Actions/OOC

Actions

 

Move Action: shifting tank cannon around again, targetting south east towards the Buzz Truck

Standard Action: Make a Sunder attempt against the Buzz Truck adding Deadly Shot, Push Shot, Vital Strike, and Thunderous Blows. Looking at 12(base)+2(Powerful Maneuvers)+4(Size), so +18 to Attack for 16d6 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.

 

Used OGMW for rolling

 

Sunder Roll: 29

Damage Roll: 52

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): 1 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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Alex "Duende" Villagos

Fire!

spacer.pngHeartened to the raiders beginning to break, Duende doesn't let himself get distracted. It was mostly cleanup duty for this group, but they were far from out of this, and the sooner they finished off this immediate threat the sooner they would be able to begin to figure out how they were going to deal with the rest that were still threatening the settlement. While he made a quick assessment, Zuki's processors continued to churn away at the battlefield data, switching gears a bit from assessing efficiency and focus to finishing off the leftovers more quickly. Calculating likely weak points and especially vulnerable points on each target, it transmitted this data to the crew to help them maximize their damage.

 

Of the raiders remaining, the one on top of the jeep was still likely the most immediate threat to any settlers, and so he became Duende's next target. He took one quick moment to top off his magazine then, leaving his rifle's settings the same as his previous shot, took his next, hoping he would finish off this raider as quickly and cleanly as he had his partner. Unfortunately, this shot was not placed quite as well, but he hoped it would be enough to get the job done.

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 5 rounds

Chemical Coating - Improved Tanglefoot Bag: 2 rounds

Starting Stance: Duelist/Long Cuts/Debilitating Injuries

Starting sequence: 3


COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Fierce Shout (Warleader -  +4 damage to first attack each round for 2 rounds to all affected)

 

COMBAT ACTIONS: Duende

Swift: Deliberate Load (link)

Free/Non-action: Knowledge (local) to re-scout raider for Find Gap

Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on the passenger side of jeep roof (link if damage done)

  • If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
  • He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
  • He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire).
  • He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)

Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +17 vs. touch AC; target scouted, so AC treated as 2 less

Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 2 (sequence) + 4 (Fierce shout) + 3 (bleed; Blooded strike) + 3d6 (razorwire) = 32 +  3 (bleed)  + 4 (Fierce Shout) + 11 (razorwire)

 

(See OGMW rolls thread for rolls)

 


ACTION ECONOMY - Round 5

     Free Action:

     Immediate Action: -

     Swift Action: Deliberate Load (link)

     Move Action: -

     Standard Action: -

     Full Round Action: Deadly Shot (Link)

     5 Foot Step: -

Ending sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 5/6

 

General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

 


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

     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: 43/50

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

 

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 (2/2)

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 (1/1)

Cold Damage + Stagger

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

 


Improved Tanglefoot Bag (1/1)

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 (0/1)

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

Equipment

 


Daily Carry Gear

Tank Key

    

 

 

 

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

spacer.png

Seeing the raiders break and run brings Det relief, but no joy; not yet. There's still too many raiders razing the camp for that, and the sooner they clear up these, the sooner they can go take on the bulk of the warband. To that effect, Det swings her rifle around yet again, flipping switches and adjusting knobs to bring the rifle back to its more destructive configuration. She barely takes a moment to line up a shot on the closest thing to the center of the three groups before pulling the trigger, sending another explosive payload to make their day even worse, followed quickly by another two shots in the carnage.

 


Show Mechanics

OOC commentary

 

Raider needs to make a DC 16 Reflex save or the detonator explodes, dealing 6d6 (half fire/half BPS) in a 10ft radius, which hits all raiders on the truck.

 

Additionally, the other two raiders need to make a DC 16 save or take half the weapon damage dealt to the initial target, as well as a DC 16 save if the detonator goes off.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (6/15 rds)
Off Hand: Empty

Technician Gadgets: 4/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Reload rifle as a free action, making the round Explosive
Swift: None
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot firing a Powerful Detonator at the northmost Disciple.

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)
Name
Weapon Damage
31
6d6+5 [[3,4,5,4,4,6]]
AoO Damage vs Zealot 2
13
3d6+5 [[5,2,1]]
Detonator Damage (if needed)
26
6d6 [[6,6,1,2,6,5]]
AoO vs Zealot 2
28
1d20+13 [[15]]
AoO vs Zealot 1
24
1d20+13 [[11]]
Thunderous Blows vs Truck
7
3d6 [[2,4,1]]
Reflex Save
22
1d20+19 [[3]]
AoO Damage vs Zealot 1
16
3d6+5 [[5,3,3]]
Weapon Attack (vs touch)
35
1d20+17 [[18]]
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Refugee Column, Round 6

Outside Greenwood

 

Automatic fire and explosions rip apart the top deck of the platform vehicle as Tanya and Det unload their weapons into it. Tanya sees figures get knocked down behind the armor panels on the platform, and a chain of explosions from Det's ordinance and follow up shots guarantee no further movement. Nothing accept the whole platform structure collapsing on its supports, falling onto and around the vehicle beneath, which continues driving even as it is dragging scrap metal behind it.

 

Packer loads another round, and La Chancla once again slaps some sense into the misbehaving wastelanders, in the form of a massive high-velocity slug. This one smashes into the Buzzsaw Truck from behind, sending metal shards flying in all directions and a plume of black smoke coming out the top. Martin sees his target demolished beyond repair, and the massive buzzsaw wheel go flying off the front, narrowly missing the maddened zealot on the ground, then rolling right over the position of the two downed trike-riders before spiraling to a stop. 

 

Doc continues his skillful maneuvering bringing Tia around, and Duende lines up another shot. Once again he is on-target with his big rifle, the raider in his sights slumping lifeless across the top of the jeep before any of his special modifications have a chance to make things even worse. 

 

With the destruction of the Buzzsaw Truck and decimation of the Platform land-boat, the remaining raider vehicles go into full retreat. The Harpooner releases the cable attached to the jeep, which drifts backwards a ways with no further movement, and the raider vehicle veers off in a turn taking it back in the direction of Greenwood. It's movements are a little sporadic, the driver likely suffering the affects of Doc's toxins still. The platform truck continues limping back in the direction, and the remaining trike is also speeding away, the driver knowing when he's in over his head.

 

As the Breakers look in the direction of the fleeing Wrathful, they can see the larger force around the town has appeared to notice them. Several vehicles are grouping up and re-orienting. Some of the raiders that were ransacking the town are running for their mounts. In the dust just a little further distant, it looks like they might be bringing around some heavier artillery. 

 

Back in the direction of the refugees, it looks like the vehicles have made it into the pass through the hills. The livestock truck was the last in line. The dirt bike rider and the buggy have paused at the entrance to the valley, and one of the buggy occupants is again signaling, this communication a little more complicated and taking some more concentrated observation to parse. 

 

There is one enemy who has not given up though. The zealot who'd leapt of the trike (then subsequently knocked off the tank) had been chasing down the tank, eyes wide with adrenalin and zeal. Hand full of a primed grenade. As Tia swept around, he cocked his arm and hurled the grenade. It was a remarkable throw, which Tanya may have had time to reflect on if is hadn't bounced right off her shoulder and fallen onto the top of the turret, giving her barely enough time to duck down before it exploded into deadly fragments. Duende was unprotected from the blast, and Det also had to rear back as the blast and some ricocheting fragments enveloped the firing slot she'd opened up.

OOC / MECHANICS

OOC

Duende, Tanya, and Det all must make Ref Save DC20 for half frag grenade's splash damage, 18 b/p/s. All have +3 from coordinated reflexes. Det has +4 from Improved Cover (still has a firing slot opened), Tanya has +2 from Cover. (Will not make a save for The Tank since after damage is halved, all remaining absorbed by hardness).

 

Then ROUND 6. It is mostly cleanup at this point, but you have decisions to make on what you are going to do next. This party of raiders is on the run. However there is a very large group still at Greenwood. I would call it an overwhelming force, even if you made short work of this contingent. Everyone take another round of actions, however also discuss what your plan is.

 


MECHANICS

Crew Results 

Packer: Back into the Loader position, reloads the cannon

Tanya: fires a burst at almost everyone on top of the Platform Truck. I'm going to apply the rolls from closest to furthest.

  • P Zealot 2 hit for 11 damage
  • P Raider 2 hit for 9 damage (killed)
  • P Zealot 1 hit for 12 damage
  • P Raider 1 missed

Doc: Drives Tank in a turn to the NE.

Martin: Hit with main cannon attack on the Buzzsaw Truck. This destroys the Buzzsaw Truck

Duende: Targets the remaining raider atop the Jeep. Hit, and initial damage kills him, no need to further resolve additional effects.

- Vehicles and Raiders Scouted

  • Zuki Aggressive Flanking centered on tank, restores MF

Det: P Raider 1 hit with initial shot, fails save against detonator. P Raider 1 killed by the shot.

  • Explosive Rounds damage P Zealot 1
  • Detonator explodes.  P Zealot 1 and the Truck fail the save, P Zealot 2 makes it
  • AOOs succeed on P Zealot 1 (killed) and Platform Truck
  • Explosive Round damage from this AOO kills P Zealot 2

 

Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.

Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.

Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.

Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.

Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).

Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.

Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.

Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.

 

NPCs                               

The Greenwood vehicles continue fleeing at top speed. They seem to be almost in the clear now as raider attention focused on Tank. The exception is the Jeep and its occupants, still stuck onto the Harpooner.

 

The Buggy is signaling in Wayfairer. It's a good distance, and will require a move action (I will allow a swift if you have the scout sphere) to make a DC 27DC 5 (Wayfairer is supposed to be easy to make out)
+ 22 for 220' range to target. If you have anything that reduces range penalties on perception (i.e. binoculars) they would apply here to reduce this part of the DC
 Perception check to make out what they are saying.

Perception DC27* and knowledge of Wayfairer language

She is signaling: "Danger that way. High danger that way. No Stragglers. Follow. Follow." She is indicating the direction of Greenwood. 

 

Platform Truck [broken]: Looping slowly back toward Greenwood. All raiders on platform now dead.

Trike 1: Now speeding back toward the main group of Raiders.

  • Trike 1 Zealot: Moves 30' W-NW, throws his primed grenade at Tanya. It hits directly. 18 splash damage affecting Tanya/Duende/Det, ref for half.

Harpooner: Releases the Jeep. Veering back toward Greenwood, swerving a bit.

BuzzTruck [Destroyed]: Taken out by Martin's cannon shot

Knowledge Checks

Identify Vehicles: K:Engineering

Identify Raiders: K:Local


Scene / Map / Enemies

Cedar Valley and Greenwood 

The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched. 

___________________________

Map

Roll20 Link

Grid measurements are accurate.

Tactical Closeup (click to enlarge)

image.png.09b04f5ab1bef75d9673b22d676cea10.png

 

___________________________

ENEMIES

Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 250'

-- Trike 1 Zealot: Chasing Tank | Range: 45'

Trike 2: Prone, out of action.

> Trike 3 Prone, out of action.

> BuzzTruck Destroyed

> GunTruck Wrecked, out of action

> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 105'

> Platform Truck Huge vehicle. 1 driver, 1 passenger, top deck ruined | Range (at beginning of turn): 75'

____________________________

Other NPCS

Group of escapees from Greenwood

• Off-roader buggy

• Bus

• Truck with big fuel tank

• Hauler truck with trailer

• Truck with livestock pen 

• Cruiser

• Jeep

• Dirt Bike 

• Pickup [Wrecked, Prone]


Tank

THE TANK

Gargantuan Land Vehicle (15'W x 25'H x 15'H)

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 18 (Reactive Armor) 

Stress: 15

Engine Governor: EnabledTurn on/off as swift action.
When Disabled, +15' speed, 10 stress per turn

Crew Martial Focus: NO

_______________________

Main Cannon

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

Speed Loader Round: No (loader or gunner may reload as move action)

30 Ammo Capacity

Base Cannon Rounds: 19

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

________________________

Gadgets and Secondary Weapons

Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.

LauncherLaunch object any direction in 60' range increments. 2/4 uses.

Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.

Gadgets: 10/10 remaining.

Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.

Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 80/100 ammo.

_________________________

Capacity

Raw Material Storage: 500/500 lbs

Passengers: 6/8 (Doc, Tanya, Martin, Det, Packer, Jana) | On Top: limited only by room (Duende)


Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents

 

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Alex "Duende" Villagos

Fire!

spacer.png"GRENADE!" Alex shouts as he watches the device sail towards them. He quickly rolls away from it, using the various protrusions of the tank as partial cover from the explosion. He's still grazed by several of the fragments, but nothing to be concerned about. In return, he levels his rifle at the zealot and fires back, landing a sold shot to the man's mid-section.  As the last immediate threat, if he were taken care of, they could see to helping the unfortunate refugees in the jeep.

 

With a quick glance back at the rest of the refugees, Alex spots one of them using Wayfair to communicate. Even at this distance, his keen eyes had no trouble picking up the signals. Unsure if anyone had caught it, he relayed the message.

 

"Did you catch that Tanya? Refugee signalling high danger and no stragglers from the town, and for us to follow them," he says, before turning his attention back to their more immediate surroundings to determine the next best move. If the larger force were coming for them, as it appeared they were, they didn't have much time, but luckily the jeep was nearby and there were no other friendlies in need of aid. Of course he wouldn't put it past Doc to check on some of the downed raiders as well, but he knew the man was pragmatic enough to only spend as much time as they could safely spare trying to mend their enemies.

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 4 rounds

Chemical Coating - Improved Tanglefoot Bag: 1 rounds

Starting Stance: Duelist/Long Cuts/Debilitating Injuries

Starting sequence: 5


COMBAT ACTIONS: Duende

Move: Executioner (finisher - threatens crit on next attack roll this round).

Standard: Deadly Shot (1 snipe - Pinning Shot) w/ Vital Strike & Deadly Aim (expending MF to add 2d6 damage), aiming at Trike 1 Zealot on the ground near the tank

  • If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
  • He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
  • He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)

Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +13 vs. touch AC; target scouted, so AC treated as 2 less

Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 4 (Fierce shout) + 3 (bleed; Blooded strike) = 35 + 24 (crit) + 3 (bleed) + 6 (Deadly Shot)

Swift: Perception (observe refugee using Wayfair)

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (Restoring MF to Duende & Doc)

 

(See OGMW rolls thread for rolls)

 


ACTION ECONOMY - Round 6

     Free Action:

     Immediate Action: -

     Swift Action: Perception

     Move Action: Executioner (finisher)

     Standard Action: Deadly Shot (link)

     Full Round Action: -

     5 Foot Step: -

Ending sequence: 1 link (+1 Attack & Damage)

Rifle rounds: 6/6

 

General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

 


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

     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: 35/50

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

 

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 (2/2)

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 (1/1)

Cold Damage + Stagger

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

 


Improved Tanglefoot Bag (1/1)

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 (0/1)

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

Equipment

 


Daily Carry Gear

Tank Key

    

 

 

 

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

spacer.pngAlex’s call and the Thwump of the grenade going off just outside the Tank causes some bile to rise in Packer worried that someone got hurt. With the familiar sound of Alex’s rifle returning fire, Packer calms down some. Enough to mechanically load the main gun and speed rack.

 

Still the Disciples were in full retreat with the exception of their erstwhile grenade totting hitchhiker. Victory was theirs for the moment and Packer allowed himself a moment of pride in that. 

OOC

Actions

Standard Action: Reload Tank (Standard Slug)

Swift Action: Sweet Spot Reload (Tower Roll)

Move Action: Rack em Up Strength check (Tower Roll)

Condition

Name
Speed Rack Strength
17
1d20+5 [[12]]
Sweet Spot Wisdom
21
1d20+4 [[17]]
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    artificer.jpg.337f03bec0abd3d32b4a55a2cffd433b.jpg.8c22c90eda248f12c7583f5f2760f6ec.jpg

Martin paused for a moment at the sound of the grenade going off and shrapnel pinging off the hull. No sounds of people injured, and the tone of the explosion was not one that would rend metal or otherwise damage the tank. So, that was probably not an armor piercing one, and the others up top should be able to handle it. Swiveling the gun around again, he surveyed the remaining enemy vehicles while the turret ticked back around. The platform truck would probably go down in another hit, and the harpoon truck was more or less fine. The rest were rather light for spending a round from the main cannon, even the relatively cheap shot that they were using. But having more damaged vehicles would mean either abandoning more vehicles or spending more time doing repairs. And he knew the kind of time that such repairs could require if you wanted to fix a hit from something this big. So, he tracked back to the harpoon truck, lined up his shot and called out, "Firing."

 

 

 

Actions/OOC

Actions

 

Move Action: shifting tank cannon around again, targetting east relative to the tank.

Standard Action: Make a Sunder attempt against the Harpoon Truck adding Deadly Shot, Push Shot, Vital Strike, and Thunderous Blows. Looking at 12(base)+2(Powerful Maneuvers)+4(Size)+2(Sweet Spot), so +18 to Attack for 16d6+2 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.

 

Used OGMW for rolling

 

Sunder Roll: 26

Damage Roll: 59

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): 1 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

spacer.png

Det was already behind cover before the first syllable had finished leaving Duende's mouth, experienced as she is with unexpected explosives. She stayed down for a second more out of reflex, in case there was secondary fragmentation or another charge, but when more explosions failed to materialize, she jumped back into action. Slinging her rifle across her back, she hefts up another stack of plates and crawls out the hatch, replacing the many dented ablative plates on the Tank with fresh ones, tossing the damaged ones back down for reprocessing.

 


Show Mechanics

OOC commentary

 

Raider needs to make a DC 16 Reflex save or the detonator explodes, dealing 6d6 (half fire/half BPS) in a 10ft radius, which hits all raiders on the truck.

 

Additionally, the other two raiders need to make a DC 16 save or take half the weapon damage dealt to the initial target, as well as a DC 16 save if the detonator goes off.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (6/15 rds)
Off Hand: Empty

Technician Gadgets: 4/6

Martial Focus: No

___________________________________________________

Full: Apply Reactive Armor

Free: None
Swift: None
Move: None
Standard: None

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)

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SKILLS

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

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Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

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

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Trap Bag (10lbs)spacer.png

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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)

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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

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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
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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
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Charge: 18/18

Gadgets: 

Heavy Sniper Rifle (4 charges)

Grenade Launcher (4 charges)

Seeker Missile Cannon (6 charges)

Name
Reflex vs Grenade (+12 base, +3 talent, +4 cover)
21
1d20+19 [[2]]
Craft (Mechanical) to apply Reactive Armor
42
1d20+25 [[17]]
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