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01: Steel Shepherd


Paxon

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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

"Bringing her around!" Doc's voice rang throughout the tank, both within the confines of the cavernous metal shell, as well as through the team's communication net.  "Hold onto your butts!!"

 

Suiting words to actions, the Healer cum Tank Driver slewed the steering wheel sharply to the right, bringing the mighty tank around in a tight half circle.  Such was his skill that Doc barely had to slow down, not even bothering with the brake, feathering the accelerator and treating the many (many) tons of steel and depleted uranium more like a Formula One racer than the Beast of War that she truly was. 

 

Once he completed his initial maneuver, Doc stomped on the gas, pushing Tia nearly to the redline as he darted between the multiple enemy vehicles, almost close enough to brush against the side of the now broken buzzsaw truck...not that it was any contest who would have won that little kerfluffle, if Doc decided to slam Tia into the pathetic truck and it's dead crew.  But the healer had bigger, and far more important fish to fry than the now dead raiders.  Nearly all the hostiles, other than that insane zealot, as well as several of the villagers were dead...Doc had spotted them clearly as he was driving around the battlefield.  But there were, potentially, still living villagers in the jeep that the harpoon truck had been dragging behind it, and now that the fight was all but done, Doc was bound and determined to try and bring at least a glimmer of light to the darkness of the Wastes.

 

Tia roared across the scrub, tearing up great swaths of the turf as, at the last minute, Doc once more slewed the wheel, this time to the left, and turned sideways to the downed jeep, as well as putting them well within the proper arc for the others to deal with the last of the raiders.

 

"Tanya, Duende!" he hollered, "What's it look like topside?  Are we clear to start rescue ops on that jeep?"

 

Even as he spoke, Doc was popping the latches on his seatbelt with one hand and using the other to twist himself around in his seat so that he could call deeper into the tank.  "Packer, I'm going to need someone to watch my back, in case there's any raiders still around to get frisky.  Help your old Doc out?"  He flashed a grin at his fellow mutant and waited a moment for acknowledgement, then turned his attention to their new guest.

 

"Jana," Doc called much more softly.  The crew were used to his brusque harshness when wounded were needing to be dealt with, but the girl almost certainly wasn't.  "I need to check on the folks in that jeep. They might still be alive, and if they are, I dont want to get my ass shot off if they mistake me for a raider."  Even as he spoke, his hands were going through the automatic motions needed to put Tia in 'Park', even while keeping the great engine purring and ready for them to skedaddle or fight, whatever was needed.  "You're a friendly face to them, I hope.  Will you come with Packer and I to check on them?  We'll keep you safe, Tankers's promise."

 

Regardless of the girl's response, Doc finished his button mashing and lever pulling, and started to rise out of his seat.

 

"Tanya," he barked, "Bailing out to look for survivors on your go ahead. I'm on the team net for commo."  Doc stood in a half crouch in the confines of the tank, one hand on the wheel to open one of the hatches, poised to bail out.  For all his eagerness to help, Doc was neither foolish nor reckless.  "Like my old mentor used to say" he muttered, barely loud enough to be heard by those nearest him, "You cant help anybody when you've got a sucking chest wound yourself."

 


 

OOC Stuff

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

No rolls needed this round.

_________________________________________________________________________

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

     20% Miss Chance vs all 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 'snake' 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 automatically makes the DC 20 check.

 

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

 

     He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

          Note that Doc has taken this talent twice, so it works against Melee attacks as well.

 

     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 4 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 3 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: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

     Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

     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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As Doc moves to climb out and help, Tanya feels a strange sense of sympathy. It can't be easy for someone sworn to "do no harm" to be part of the crew of a death machine. "Hang on a sec, Doc. It's not quite safe yet. You might want to avert your eyes." She aims a burst at the zealot doggedly pursuing the tank, completely missing.

 

Feeling a tremendous sense of shame at missing such a clear target, she says quietly, "Sorry, Doc, that grenade must have really rattled me. I'll have to try again."

OOCNothing to report..

Mechanics

What should have been a completely overkill standard action autofire burst at the raider pursuing the tank. 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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Refugee Column, Round 7+

Outside Greenwood

 

Duende's round blasted right through the Zealot's midsection, but several wires burst out from it at impact, wrapping around his limbs, body, and possibly even innards. Two strands lashed against the ground, and between those and the wires now wrapping his legs, the man was suddenly stuck in place. His eyes bulged from both the grievous wound and the surging adrenalin from whatever he had previously imbibed, and he strained at the restraints trying to move forward, but failed to get loose. Still single minded in his maniacal pursuit to do damage to his foes, he pulled a sub machine gun from a strap near his back and slid the chamber menacingly. He barely flinched as a follow up shot from Tanya buzzed right by his head, and if he was in pain from the massive bullet wound in his torso, he didn't show it.

 

As Packer drove a cannon round home with the satisfying click-clack of hitting the sweet spot, Martin fired. Another blast streaked across the landscape toward the close-by Harpooner vehicle, impacting mid-body and knocking it skidding along the dusty ground. Pieces went flying into the air, and one of the raiders in the back nearly flew over the side, until his momentum shifted and dumped him back into the bed. The shot was on target, but a little high. The damage was significant on the body of the vehicle, but seemingly did not effect chassis or wheels enough to slow it down, and it continued speeding away from the Tank. 

 

As Det crawled around the top replacing and placing new armor panels, Doc maneuvered the massive vehicle at first toward the enemies, but then detouring to his ultimate destination. Helping survivors. Tia slid to a stop a quick trot away from the Jeep, engine still rumbling.

 

The Jeep was in bad shape, and its occupants even worse condition. A back section of the frame has nearly been torn off, and the whole vehicle is riddled with holes large and small from various firearms, mostly the big machine guns on the side of the platform truck. The driver of the vehicle, a dark-skinned man in his 50s, has multiple lacerations on his face from shattered glass, a badly sliced up arm, and several other gashes and spots of blood that may be from the gunfire. He seems barely hanging onto consciousness, but clumsily trying to turn a key in the ignition to get the vehicle started again. Doc would asses the lethargy at least as likely from exposure to his toxin as it is due to the wounds, though the latter are significant. The passenger is more alert but in worse condition. Though his skin tone is lighter, the face is otherwise almost a mirror-image of the driver, just a few decades younger. Likely the driver's son, in his 20s, and with several bad gunshot wounds in his torso. Doc would quickly asses them as survivable, but only if he gets immediate and substantial medical care. Otherwise he stands a good chance of bleeding to death within the next minute.

 

The survivor buggy approached at high speed, signaling "offering assistance" as it drew near. It slid to a stop not far from Defiant, and one of the Tankers turned down the blasting music so that they could all be heard.

 

"Ma!" Jana shouted, popping her head out of the forward hatch. 

 

image.jpeg.cbbeadfe61e128d9d435148fe6d5b6bc.jpegThe woman who had been signaling stood up tall on the passenger side of the buggy, her torso and shoulders above the frame. She pulled down the thick goggles she was wearing and smiled widely at Jana. "You did well, my girl." Her face had harder edges than Jana, and was caked with dirt below where her goggles had covered, but the resemblance was clear. When she spoke, it was with a clear voice that radiated clear command, even as her tone was urgent.

 

She turned and address Tanya atop the Tank, including other crew as they appeared. "Thank you! We were in real trouble there. I am Lysandra, and I see you've already met my daughter Jana." She waved a hand toward Greenwood, "We evacuated as much of the town as we could before the raiders came in force, but they caught several dozen of us inside. We made a break for it along with the group to the south. Anyone left inside..." A tear dripping from her eye made a streak in the dust on her cheek, "... they're probably already dead." Such was the calculus of the wasteland.

 

She turned her attention to the shot up Jeep, ducking slightly as several rifle shots sounded from the distant group of raiders surrounding Greenwood. A single "vip" in the dirt nearby indicated their range was still a danger, though their accuracy afforded more time still. "Can you help Ray and Davis there? Let me know what I can do. We have space for one, maybe both, on this buggy, and I can ride on your machine there if needed."

OOC / MECHANICS

OOC

I'm going to shift out of "combat time" in the sense that I'm going to give you a few turns worth of actions. Let me know in a general sense what you are doing, and you can take several actions worth of turns to do it. A few potshots from back toward Greenwood might be coming your way, but they don't have any particularly amazing sharpshooters oriented your direction, at the moment. 

 

Jeep Occupants: The occupants of the Jeep aren't doing great. The Driver (Ray) is Exhausted, and down a lot of HP. The Passenger (Davis) is Fatigued, and Dying (needs to be stabilized). The fatigued/exhausted conditions are from Doc's toxins. 

The Jeep: Knowledge (Engineering) DC 15

The vehicle is wrecked, but a little work might be able to get it running again. There's a chance that could happen in the short amount of time you have, but a risk that it wouldn't.

 

Knowledge (Engineering) DC 20

The frame is stable enough that you could also tow it behind the Tank with the hook and pulley, though it would be a rough ride for anyone inside and it would limit the Tank's ability to traverse rough terrain (at least until you detach the jeep again). 

 

Knowledge (Engineering) DC 25

You can figure out how to instead quickly rip off some parts for some decent scrap and salvage, probably some useful engine components as well, if they don't have bullet holes in them. If you have succeeded at this level knowledge roll, you can make an appropriate Craft check (probably mechanical) or Profession check to pull some salvage as quickly as possible. This will render the vehicle Destroyed. 

 

 

 


MECHANICS

Crew Results 

Packer: Reloads cannon, plus one in the speed rack. Sweet Spot bonus.

Tanya: Fires at the Zealot on the ground, but misses

Doc: Drives Tank South bringing it closer to the Jeep.

Martin: Hit with main cannon attack on the Harpooner, and pushed 10' by the bullrush from push shot. Damaged, but not broken. 

Duende: Shoots the Zealot on the ground, causing significant damage (but not dying yet)

  • Zuki Aggressive Flanking centered on tank, Focusing Cry to restore MF on Tank and Doc

Det: Adds another round of Reactive Armor to the Tank (42 Temp HP)

 

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

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

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

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

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

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

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

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

 

NPCs                               

The Greenwood vehicles have made it into the valley.  The Buggy is coming back your direction as it determines you are assisting the Jeep.

 

Platform Truck [broken]: Looping slowly back toward Greenwood. All raiders on platform now dead. Will be in first range increment for several more turns.

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

  • Trike 1 Zealot: Fails to get out of the pinning shot restraint (still grappled, so he can't move). Pulled out a firearm.

Harpooner: Hit by the last cannon shot, but still driving away at a good clip. Will be in first range increment for a few more turns worth.

 

Knowledge Checks

Identify Vehicles: K:Engineering

Identify Raiders: K:Local


Scene / Map / Enemies

Cedar Valley and Greenwood 

The raiding party chasing the refugees has been stopped, and the survivors are turning back toward the main force. There is a large force of Disciples surrounding the town, and many are now slowly reorienting toward the tank, shifting positions, seemingly gearing up for a more massive coordinated assault.

___________________________

Map

Roll20 Link

Grid measurements are accurate.

Tactical Closeup (click to enlarge)

image.png.44c36ed6fe36e0b9f52367f791fa0de0.png

 

___________________________

ENEMIES

Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 280'

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

Trike 2: Prone, out of action.

> Trike 3 Prone, out of action.

> BuzzTruck Destroyed

> GunTruck Wrecked, out of action

> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 180'

> Platform Truck Huge vehicle. 1 driver, 1 passenger, top deck ruined | Range (at beginning of turn): 120'

____________________________

Other NPCS

Group of escapees from Greenwood

• Off-roader buggy

• Bus

• Truck with big fuel tank

• Hauler truck with trailer

• Truck with livestock pen 

• Cruiser

• Jeep

• Dirt Bike 

• Pickup [Wrecked, Prone]


Tank

THE TANK

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

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 42 (Reactive Armor) 

Stress: 15

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

Crew Martial Focus: YES

_______________________

Main Cannon

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

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

30 Ammo Capacity

Base Cannon Rounds: 18

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

________________________

Gadgets and Secondary Weapons

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

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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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

 

"Tanya," Doc spoke softly over the team net.  "You can do this. You're just spiking adrenaline.  Besides," he continued, giving their passenger a sour look as the young woman slammed open the hatch and popped out, "you're about to have a whole lot more motivation.  Jana's mom just showed up, and I've got people to save.  Heading out!"  Without waiting, he jumped out of the hatch himself, barely glancing at the newcomer, his focus solely on the people in the Jeep.

 

"Packer," he called, "keep that ugly bastard off my back.  These two are going to bleed out if I dont stabilize them, ASAP."  Trusting his compatriots to deal with their attacker, Doc focused on his patients...though he did make sure to keep Tia's massive bulk between him and the screaming zealot.

 

Reaching the Jeep, Doc wasted no time.  Tearing open the door with one hand, he reached into one of the many pouches that festooned his body and pulled out a pressure bandage, already soaked with strengthening herbs and blood clotters.  When he was still studying with The Doctor, Doc had read about how the Ancients used to use the ground up shells of shrimp as a coagulant.  He'd never had the chance to try it...he'd never even seen the ocean, much less a shellfish.  However, a few months back, they'd run across some Wasteland entities that looked surprisingly like the pictures he'd seen on his tablet of the small crustaceans...other than the fact that these are ten feet long and ran like horses across the sands.  Once the bitey, skittery little bastards had been dealt with, Doc harvested a couple shells, ground them up, and after testing them on a couple of wounded animals they came across, found that they were both efficacious and safe.  He now made a point of carrying around small packets of the stuff for open wounds, and embedding the powder in his trauma patches.

 

Slapping a couple of said patches on the worst wounds of the two men, Doc quickly had them stabilized.  Pulling out a pair of pre-loaded syringes, he quickly injected both men with a combination sedative and pain-killer, finishing the job started by his toxin earlier, watching with satisfaction as both the half conscious men slipped into full unconsciousness.  Putting more trauma patches on the most egregious wounds, Doc leaned out of the cab of the Jeep.

 

"Packer, get this one," he tapped the older of the two men on the shoulder, "into the back of Tia.  Jana, and...Lysandra, did you say your name was?" he hollered to the two women who were still conversing near the tank.  "Help me get this young man into the tank.  They're stabilized for now, but they're both going to need surgery, and soon, if they're going to live past tonight."  He gave the two men a slightly pensive look, glancing back towards the tank, then back to the vehicle.  "And while I can perform minor surgery in a moving vehicle, if I have to do so, I'd rather do it in Tia's passenger bay, given the available options."  His look turned sour.  "Not that that's a great option, it's just the least bad of the two.  Anyway, c'mon, give me a hand.  I'm not nearly as strong as friend Packer."

 

Hooking his hands under the man's armpits, he directed the women to grab the man's legs, and between the three of them they managed to maneuver him towards the safety of Tia.

 

Once the two men were safely inside, Doc turned to Jana.  "I know you'd probably prefer to ride with your mom..." shaking his head, Doc turned to the newcomer.  "Sorry ma'am...my manners go to hell when I have patients to worry over.  Name's Doc, of the Tankers.  That's Tanya, our commander," he jerked his head in the other woman's direction where she stood in the upper hatch.  "Det's the one crawling all over Tia, makin her purty," he smirked at the mechanic as she applied plates to the tank's surface, "and you've met Packer.  Duende and Martin are still inside, and I imagine formal introductions can wait till we're safe.  For now..." he nodded sharply in the direction of Greenwood, and the distant shots coming from the raiders, then turned back to Jana.

 

"As I was saying, I know you'd probably rather have Jana on your trike, but I could really use a second set of hands when I'm working on your people.  Any of the other Tankers could do it, but we're about to be running, and they need to keep Tia in top shape to keep us all safe."  He gave the young woman an earnest look.  "Would you mind riding with us and giving me a hand?  I'd offer you a seat too, Ma'am." he glanced back at Lysandra, "but if I did, someone would have to ride on top...and that's a good way to get your ass shot off.  We have the room...barely, but we've room, for the wounded and one helper.  Plus," he got a thoughtful look on his face, "probably best for those two in the hold to wake up to a friendly face, rather than complete strangers, and Jana fits the bill.  What say?"

 

Even as he spoke, the healer's head was on a swivel, keeping an eye out for threats, watching his companions go about their work, and even making a quick assessment about the fitness of the vehicles around him.  He took a quick scan of the Jeep and called up to Det.  "I'm pretty sure we can tow that thing." he jerked his head in the Jeep's direction, "and not have it rattle apart on us.  It'll make things a bit dicey if we have to go off road, but we can always cut it loose if we have to."  He glanced back at the aforementioned vehicle.  "Based on what I saw when I was dealing with the wounded, you or Martin might even be able to get it in driveable condition if you're quick...though I'd much rather have one of you make that assessment, if I'm being honest."

 

The sound of a nearby shot pinging into the dirt nearby made him duck instinctively"Probably sooner, rather than later though.  Either way, unless you need me, I need to look after my patients."  Glancing at the mother and daughter, Doc raised an eyebrow and cocked his head in the direction of the back of the tank.  "Jana?"

 


 

OOC Stuff

Doc will Aid Another on Tanya when she takes her shot at the Zealot; +2 to hit

 

Doc can Take 10 on Healing, and even without a Healing kit, his bonus is +39, so he can immediately (as a Move Action) heal both the driver and passenger of the Jeep for 39 HP each.  That should more than suffice to stabilize them as well.  The injection he gave them was a combo Anesthetic Toxin and Drowsy Toxin, Injectable, and given their current condition, it would presumably have knocked them out pretty much immediately, as well as killing some of their pain.  That should keep them out long enough for him to properly deal with their wounds, including removing the bullets.

 

I know that, mechanically speaking, it's doubtful either of them actually have 39 HP total, so they're probably fully, or close to fully, healed just from that one action, but I figured, for roleplaying sake, he can do proper field surgery in the tank; remove the bullets, stitch them up, etc.

 

AFA Mia/Jana, I assume @Paxon that the intention was for the two of them to be in the tank for RP purposes?  I figure Doc being Doc and dragooning them into helping him will help facilitate that.  🙂

 

Doc's Engineering skill is +21, so he can make the first two checks on the Jeep without rolling.  If he Aid's Another on himself, that's +25, so, again, he can make that check without rolling.

 

Beyond that, unless someone specifically needs help (such as having him turn Tia so they can hook up a vehicle or whatever, in which case he'll do that first), Doc will head in and start prepping for surgery.

 

_________________________________________________________________________

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

     20% Miss Chance vs all 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 'snake' 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 automatically makes the DC 20 check.

 

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

 

     He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

          Note that Doc has taken this talent twice, so it works against Melee attacks as well.

 

     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 4 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 3 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: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

     Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

     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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  front-view-female-soldier-with-gun-uniform-black-smoky-wall_140725-153356.jpg?size=626&ext=jpg

Tanya grimly lines up another burst from the light machine gun at the zealot, and fires. This time, she doesn't miss, and the last visible danger falls.

"Go for it, Doc. I'll keep an eye on the raiders near the town. Don't take long."

OOCNothing to report..

Mechanics

This time she hits.

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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    artificer.jpg.337f03bec0abd3d32b4a55a2cffd433b.jpg.8c22c90eda248f12c7583f5f2760f6ec.jpg

Martin watched for a moment as the last of the enemy trucks made there way back towards the town. While they were not exactly a non-threat, it would take them a bit of time to gather enough people to actually threaten the tank. Time that they could use before following the townsfolk, or perhaps refugees now. "I'll jump out too. Should be something worth grabbing if we are quick about it." He called up as he started getting up. He quickly shifted the tank's cannon up, and therefore away from anything friendly, grabbed his pack behind the seat, and out the hatch. Standing on the back end of the tank, he gave the various vehicles a look over before a thoughtful nod. "I think that one. I'll grab the wince so we can tow it out of here." Martin hit the release for the winch cable on the back of the tank. Jumping down, he ran over to his chosen vehicle. Forgoing any sense trusting the truck's own tow point, he quickly popped the hood. With a quick movement, he threaded the cable through the gap between the engine gap and the truck's body, latching the wince to itself just in front of the truck's grill. With an approving nod, he turned away and looked towards the other trucks and the town away behind them. Figuring he still had a moment, he ran over to the other trucks to see about anything easily pulled.

 

 

 

Actions/OOC

Actions

 

I'll hop out and try to find the most intact looking vehicle for salvage, or at least the most intact front end section where the engine block would presumably be.

 

If we still have time after hooking something up to the tank, then I'll give the other vehicles a quick look over. Preference for easy to grab things like weapons/electronics. The Gun Truck's gun comes to mind. I don't mind them being broken, I can presumably fix it later or just pull it apart for some scrap value.

 

Tossed a few rolls in. As a note, Profession Blacksmith can be used in place of Craft skills for weapons/armor/shields as per the Blacksmith class.

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)
Name
Profession Blacksmith
43
1d20+25 18
Know Engineering
32
1d20+24 8
Appraise
18
1d20+9 9
Craft Mechanical
45
1d20+27 18
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Packer ‘The Stump’ Green 

spacer.pngAs Tia slows to a stop beside the Jeep, Packer does a quick equipment check and prepares to follow Doc out. “Same rules right Doc? Try to stay on my hip and we book it to the most wounded? Doubt it will happen this time, but- and he’s already gone.”

 

Pretty fearless for a man that wouldn’t put a bullet in a raider’s skull even if they killed him. Packer thought to himself ruefully.

 

Packer takes off after Doc as quickly as he can in armor wrenching open the other car door and assisting where he can. Once Doc announces that they are stable enough to move, Packer picks up his charge in a Fireman’s carry to leave his shield arm free to defend against the scattered rounds landing around them.

 

Returning quickly to the safety of Tia, Packer sets the older man down for Doc to get to work on. Catching his breath, Packer heads back out to assist Martin’s scrap hauling.


 

OOC

Actions

Packer hops out of the Tank hot on Doc’s heels. Keeping Doc Adjacent for defense buffs and using Aid Another on him for heal checks when needed/ other miscellaneous tasks to save the jeep duo.

When lifting the older man, will use Muscular Surge to increase Packer’s carrying capacity to make it trivially easy to haul him around. This will result in Packer being fatigued for 1d4 (2) rounds.

 

Packer would then help Martin haul in any prizes he finds.

Condition

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

AC: 34 (31 vs projectiles)

Currently Challenging: Trike Zealot, Effects: +2 for Zealot to hit Packer, -3 for Zealot to hit on any attack that doesn’t also include Packer. Lasts 6 rounds.

 

 

Edited by bcool999 (see edit history)
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       Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.pngDet's response to Doc's comment is a lazy middle finger and muttered assurances to the tank beneath her, informing the battle-scarred machine of war that she's always pretty, don't listen to crazy ol' Doc. The topic of the jeep, however, causes her to actually take notice, sidling to the edge of the tank and peering at the wrecked vehicle. After a few moments, she shrugs and shakes her head. "'s pretty busted, Doc; towin' it'll slow us down. Could fix it, of course, but actually gettin' it runnin' before the idiots over there," she jerks a thumb at the Disciples busy razing Greenwood, "finally get close enough to hit the broadside of Tia is iffy at best. I say scrap it, salvage what we can, and get the hell out of here. Call it partial payment, or I can rig up something for them for the hassle once we're all safe." She shrugs again, and - turning to Lysandra and Jana - adds "Lemme know if you wanna keep it or not; I'm gonna go help Martin in the meantime."

 


Show Mechanics

OOC commentary

 

Det'll offload the decision about the jeep to the DM NPCs, and go help Martin salvage. :D. IDK if it'd be Aid Another or two separate rolls, but I'm pretty sure the Aid Another roll is just a normal skillcheck, so I'll just roll normally.

 

She can't fail the Knowledge check (+25 to the roll), so using the full knowledge info.

 

Det'll also reload her rifle.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (15/15 rds (9 fired thus far))
Off Hand: Empty

Technician Gadgets: 4/6

Martial Focus: No

___________________________________________________

Full: None

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
LanguagesEnglish
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 BlastDet's ranged attacks deal full damage to objects, instead of half.Expert ReloadingAriane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > freeMechanical SavantWhen 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 TrainingDet only suffers a -1 penalty per range increment when using a ranged weapon.Greater SunderDet 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.OpportunistCreatures 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.WarningAllies who can see and hear Det never trigger her traps unless they choose to.Combat ReflexesAriane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).

 

Active Effects
___________________________________________________
 

Vital StrikeWhen 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 Projectile (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 TrapAs 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 TrapA 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 TrapA 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. Tripwire (snare)A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap., Razor WireWhen you place the tripwire snare, you may choose to have it deal 1d6 slashing damage + 1d6 at 3 ranks in Craft (traps) and every 2 ranks thereafter to the triggering creature. Alchemical items cannot be added to this snare. A razor wire snare otherwise functions as a tripwire snare.

Gadgets and Inventions:

 

Heavy Sniper Rifle
___________________________________________________

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
Appraise
21
1d20+12 9
Profession (Blacksmith)
35
1d20+18 17
Craft (Mechanical)
31
1d20+25 6
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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 snickered at Det's reaction, and the healer reached out to give the tank a small pat as he continued speaking to the townies.  During a break in the conversation, he muttered softly, "Just kidding, old girl. You know I love you."

 

When Packer came back out of the vehicle, after dropping off the wounded man, Doc clapped the mutant on the shoulder and nodded his head in thanks.  "Sorry for jumping the gun earlier. You know what I'm like when there's injured." The healer shrugged self-deprecatingly, even as muttered his apology to his fellow Tanker, though he mostly kept his attention on Lysandra and Jana, wanting to be focused enough to respond to any questions they had.

 

He did respond to Det, when she mentioned the Jeep.  "Your call, Det, always.  You and Martin, hell, Duende too, know more about salvage and scrap than I ever will.  I'm just the grunt at the steering wheel." He offered the woman a respectful nod, then returned to his conversation as she moved off to assist those that were pulling parts from the downed vehicles.  Even as he waited for them to respond, Doc's foot tapped restlessly, eager to get to his charges and get them on the road to recovery.

 


OOC Stuff

Nothing important, just responding and a bit of filling in.

 

_________________________________________________________________________

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

     20% Miss Chance vs all 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 'snake' 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 automatically makes the DC 20 check.

 

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

 

     He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

          Note that Doc has taken this talent twice, so it works against Melee attacks as well.

 

     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 4 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 3 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: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

     Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

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 (3 + 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 (2)

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
 

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 Honour: 23

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

 

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

      ____________________________________________________________________________

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

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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Sanctuary

Somewhere in the Wastes

 

Jana looked at her mother when Doc asked for help in with his patients, a question writ plain on her face.

 

Lysandra looked at her daughter with a quick nod, "Stay with him and help. Ray and Davis could use a friendly face if they wake up."

 

She turned to Doc, "Thanks for the offer, I'll stay with my own ride." Then she addressed the Crew at large. "I need to catch up with my people. Can you stay with us while we find somewhere safe to collect ourselves? I'm sure this isn't the mission Jana described to you, but things have changed." She waved a hand to the smoking town. What she meant was already obvious.

 

Finally addressing Det, she hesitated just a moment, figuring out what to do. "We can always use spare parts when it comes to vehicles, but we don't need that jeep in its current condition. You all can tow whichever one isn't too much trouble, if it won't get in the way. Gotta admit... taking something from these thugs after what they've taken from us will sooth a little tiny part of my soul."

 

It was permission enough. Martin had already hitched a chain around the gun-truck, a vehicle he had shot a couple of very large holes in moments earlier. Some small adjustments and jury-rigged fixes would allow it to be towed along on its own tires. Bodies were tossed out of it, the valuable heavy machine gun was secured, and it was prepped for later dismantling. With Packer adding his strength (and occasionally his shield if it looked like some shots were getting a little close), Martin and Det went about hacking apart the other nearby vehicles as fast as they could work. The upturned enemy trike was harvested, the jeep was opened up and ransacked for anything valuable (with some care taken with what were obviously the father's and son's personal valuables), and even the blown apart buzzsaw truck had some exposed pieces they were able to wrench off. It was by no means a clean job, but it was exceptional work under the circumstances.

 

Soon Duende, with a sharp eye on the assembling raiders, called out it was time to go. Several molotov cocktails seemingly launched by a catapult of some sort punctuated the point, as they landed within a few dozen paces. Tanya orchestrated everyone back into positions, Doc acknowledged the wounded were secured, and Tia and her Tankers made their exit. Lysandra in the buggy with a driver they hadn't been introduced to yet led the way back through the valley to catch up to the refugee convoy. The damaged raider truck was a little awkward to tow, but they didn't need to travel at breakneck speeds. The Wrathful Disciples didn't exactly seem eager to go after a full-on battle tank which had single-handedly annihilated one of their raiding packs. They did send some agile scout vehicles ahead, but the Crew was able to winch a tree down across the canyon path to stymy them just enough that they could gain a little distance.

 

The Crew was able to establish shortwave radio communication with Lysandra, and she took up lead position on the convoy while The Tank covered the rear. The Crew still advised them on some maneuvers to make to lose pursuers, if they were still coming. A slew of heavy vehicles and a tank weren't exactly that difficult to track through dirt and mud roads, but the travelers were able to find a stretch of old roads to pull onto, and the cracked, pot-holed asphalt helped to cover their tracks. A shortcut over some rocky ground, a cut through some fields, and another brief run along a paved path brought the convoy to a small group of abandoned buildings the Crew knew about in the area. All told, they were traveling for about an hour before they felt it prudent to hunker down.

 

The vestiges of the old civilization they had sought shelter in were mostly dilapidated. Several smaller burned or crumbled buildings were little more than toppling walls and cracked slab foundations. Junk and detritus, not deemed valuable enough to carry away, lined barely intact remnants of streets. The building the convoy found for shelter looked like it had once been an incredibly vast structure, but at least three quarters of it had collapsed in. What remained standing was still easily big enough to fit all the vehicles and people of the convoy, concealing them from sight and providing some cover from the hot sun. The Tank was the last to pull in through a large bay door, right under the remains of a bright orange sign that simply read "zon." What that meant, no one knew, though it looked like some letters had fallen away from the front end in the distant past. 

 

The interior looked like it had once been some kind of warehouse, with the collapsed portion covering a network of conveyor belts and shelveing. Again, almost everything worth anything had long been looted from the area, and the remnant of the building was so open and cavernous that it didn't exactly provide great long-term shelter, except for a group of wayward survivors and vehicles like theirs.

 

The various vehicles pulled in wherever they could find room. Occupants disembarked, looking shaken, dusty, shocked, angry, relieved, or some combination of all of those. The lightly "armored" bus had, by far, the most passengers, as what looked like several full families had been packed in the conveyance. The cruiser sedan held another half dozen, a pair of middle-aged parents and a foursome of similar-featured young adults and older teens. The other vehicles had just two or three occupants each, all adults, and were mostly utilitarian in nature. A truck with a big fluid tank bolted on the back, another hauling a trailer that turned out to be mostly full of food and crops, and another with a fenced bed that was for all intents and purposes a pig pen. 

 

As the people gathered up and embraced and laughed and cried, many looked at the Crew with gratefulness and awe. There was surely a bit of fear or suspicion in some of those glances as well, but they knew what Tia's Tankers had done for them. Several, as individuals or in small groups, came up and offered the Crew their thanks and appreciations.

 

Lysandra was with a pair of other Greenwooders, their heads bent together and speaking with very serious expressions. She had sent word to the Breakers to take their time, see to themselves and their vehicle, and come over to talk when they were ready.

OOC / MECHANICS

OOC

SUCCESS! Nice battle. Now moving us along. I'm listing any Honor gains and Loot below. I took the liberty of advancing everyone to a relatively safe place to have a moment to breath and plan. Right now at least, breath and tend to anything that needs tending to. RP a bit with the Greenwooders or among yourselves if you'd like. Take care of minor maintenance or healing, but don't take crafting time just yet. You'll get it soon enough, if you decide to as a group.

 

I'll interact with you with NPCs a little speedier and more freeform at this point, not really waiting for "turns". You may also feel free to make up NPCs and puppet them as you see fit within the group of survivors, if you want to write some back-and-forth into your posts. If you feel your character has done what they need to do here, have them go join Lysandra to discuss next steps. I'll pick up there once everyone has had a chance to do so and advance things.

 

NOTE: If you want to make character tweaks, this is a good time. ADDITIONAL NOTE: I'll allow another round of tweaks after the next encounter as well. Since this one was heavily tank-focused, I intend for the next to be a little more "on-foot". That should give you an opportunity to test your build out in that context. So I'd encourage you not to make huge changes until after you get a chance to run them in that kind of scenario as well.


HONOR

  • Everyone gets +4 for protecting a settlement/traveler in immediate danger
  • Everyone gets +1 for overcoming a chellenging"Challenging" is a little questionable because you completely decimated the enemy, and really they weren't designed to be THAT difficult. Still, there were a lot more of them than you, and it was in a manner that made an impression with witnesses, so I think it's worth honor gain. encounter

LOOT

  • Heavy Machine Gun (broken condition)
  • Heavy Ammo x150 (a full belt found undamaged)
  • Rifle Ammo x50
  • Pistol Ammo x30
  • Shotgun Ammo x20
  • Fragmentation Grenades x3
  • HEAT Grenade x1
  • Big Battery
  • Gasmasks x2
  • Boom-lances x3 (basically a simple spear/polearm with an attachment on the end for a grenade. 1 is broken.)
  • 4,515 gp barter value worth of miscellaneous lootIncluding but not limited to:
    - Variety of Advanced and Simple modern firearms
    - Body armor, clothing, jewelry
    - Vehicle parts and components
    - Raw material collected from vehicles, such as steel, armor, plastic, rubber, glass
    - Small amounts of food/drink/alcohol/drugs
    - Fuel
    - Small electronic and mechanical components

If you wish to "sell off" or barter any of the individual items listed, use half their listed cost as usual.

(I will create a LOOT thread to keep track of all this as well. You'll have to decide whether you are setting aside 1/7th of the loot as a "Tia's Share" or if you will individually contribute some portion of you earnings to the Tank. If there is no decision to the contrary, default will be Tia's Share)


Scene / NPCs

Zon

Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out. 

 

 


 

NPCS

The Escapees from Greenwood

  • Off-roader buggy
    • Lysandra
    • NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
    • *Jana
  • Bus
    • 32 passengers, consisting of several families, including some children
    • Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
  • Truck with big fuel tank
    • Driver and two passengers
  • Hauler truck with trailer
    • Driver and two passengers
  • Truck with livestock pen 
    • Driver and one passenger
  • Cruiser
    • Family of six
  • Dirt Bike 
    • TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
  • Wounded from Jeep
    • RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
    • DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.

Tank

THE TANK

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

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 42 (Reactive Armor) 

Stress: 15

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

Crew Martial Focus: YES

_______________________

Main Cannon

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

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

30 Ammo Capacity

Base Cannon Rounds: 18

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

________________________

Gadgets and Secondary Weapons

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

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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Martin took a moment to secure the main cannon from battlestations as they settled into their new, temporary, home. With the relative quiet and some idea of safety, they could perhaps take a look at the old girl and make sure that nothing needed fixing. He gathered his pack, double checked his tools, and climbed out. After semi awkwardly accepting the refugees' appreciation, he quietly excused himself claiming a need to see to the tank's maintenance. He made a slow circuit around Tia's form, double checking some scratch marks where rounds had pinged off, looking over a few of the more exposed components, and finally giving the treads a careful look. With an approving nod, he saw that there was little enough to do for the old tank and relaxed a bit more. With his inspection complete, he turned to actually look over the people that they had saved. Several families, a few drivers, and a man who seemed to place as much care for his bus as he did for the tank. Maybe they could talk some shop while they had a few minutes.

 

Walking over, Martin traced one of the reinforced sections with a finger, following the line where it had been welded into place. "So, what do you call the old girl?" He asked the asian man as he got near. After getting an answer, he held out a hand to shake, "I'm Martin, by the way. And that's Tia." He added, thumbing back towards the tank in question. "You guys find her like this, or did you do the reinforcing job yourself? I wouldn't mind swapping any tips for keeping them going, Tia always needs some care, but she's worth it." He added, giving a warm grin back towards the tank. As he turned back, he took a moment to scan the other vehicles as well. With a thoughtful frown, his gaze lingered first on them, then the Lysandra and her group, then back towards Hank. "I'm sorry about what all happened before we got there. Jana over there called us in for a job, but I guess that's probably changed now. Once we figure out what's going to happen from here, maybe I can help with any maintenance you guys need on these. Not much, I know, for all that's happened. And we got to worry about time and parts. But, we can see what we can do." He added with a nod at the thought.

 

 

Actions/OOC

Actions

 

 

Statblock

 

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

Various Counters

Ammo:

-Assault Rifle: 35/35

-Grenade Launcher: 0/1

Gadgets: 7/7

Jury Rigged Devices: 0/2

-

-

Tech Sphere Charges: 14/14

Tech Sphere devices: 10/10

-Integrated Armory (Grenade Launcher)

-Speed Lever (Grenade Launcher)

-Speed Lever (Assault Rifle)

-Fire Extinguisher: 2 charges

-Respirator: 2 charges

-Camera: 1 charge

-Clamp Boots: 2 charges

-Sensory Set (Thermal): 1 charges

-Emergency Beacon: 1 charge

-Shelter: 1 charge

Blacksmith Maintenance:

-Technician Maintenance: Backpack with Transmitter Improvement

 

Warpaint: +15ft Move Speed

 

 

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When Tia comes to a halt inside the huge building, Tanya waits for the others to emerge and then ducks down to visit her small personal storage locker. She pushes aside the spare clothing on top, revealing a small stack of journals, the oldest lovingly encased in waterproof covers from the Before-Times. She takes out the top book – hand-bound in her home town of Mount Carson – and her writing tools.

 

She climbs down from the gargantuan vehicle and approaches Lysandra and Jana. She nods to the older woman, but before saying anything to her, she first turns to Jana and salutes. At the younger woman’s startled look, she says, “Jana, you did good. You kept your head under difficult circumstances, and even managed to help Packer a little during the battle. Most people in your circumstances would have done a lot worse.”

 

Turning back to Lysandra, she says, “I’m Tanya Brzinsky, ma’am, twenty-third commander of Tia Gonzales. My condolences for your losses -- all those people, but also the loss of your town. That must be devastating, especially since Greenwood has been a haven for so many years. I’m sorry we couldn’t do more, but that huge raider force would have been too much even for us. Do you or anyone in your group know anything about why they attacked after all this time? What their goals might have been? Some of us have had experience with them before, so we know how bad they are, but anything more specific than ‘they’re looters and murderers’ could help us plan in case of future encounters.”

 

She chats with the two for a while, then walks over to the jeep and opens the book on its hood. She takes the ancient pen out of the case, dips it into the ink bottle, and pulls the tiny lever that draws a small amount of fluid into the reservoir.

 

A small boy and girl, looking to be about nine or ten years old, stand nearby watching her. The girl asks, “What’s that, lady? What’cha doing?”

 

Tanya smiles at the two and says, “This is called a fountain pen. It belonged to my great-great-great-aunt, back in the Before Times. It’s kind of like a normal pen, but you don’t have to dip it in an inkwell every few lines you write.”

 

“What’cha writing?”

 

“This is my commander’s log. I write down things we Tankers do that future commanders might need to know. Every commander since Brigadier-General Anna-Maria Gonzales has kept one. Today I’m going to write about the big battle.”

 

“Why would you do that?” the boy asks. “I’d rather forget about it.”

 

“That’s a perfectly normal reaction.” Tanya says in a kindly voice, “but Tankers can’t afford to forget. Later we can look over the log, think about things we could do better next time. For us, there is always a next time.”

 

The kids both go silent. Tanya opens the journal, and begins to write in as small a hand as she can manage without risking blurring the ink.

OOC

There's presumably some back-and-forth with Lysandra, but I didn't want to take up a lot of everyone's time. Maybe Paxon's next post can include whatever useful information she might have given us?

 

Mechanics

None

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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Sanctuary

Somewhere in the Wastes

 

"This here is Matilda," answered the man, pride evident in his voice. He gave the big vehicle an affectionate pat. Up close, it looked even more of a ramshackle construction, though there was a clear method to the madness. From his knowledge of pictures and manuals of the old days, Martin recognized the original vehicle as what they once used as a kind of city bus. The silhouette was certainly evident from signs around old crumbling cities. This one had an assortment of steel plates with small slats bolted or welded over the windows, and mesh covering where the windshield would be. There was a rack up on top with a pile of various belongings, and a bolted on gun that Martin would be very surprised if it still worked. He then offered his meaty hand to Martin, "Nice to meet ya, Marty! Bus Driver Hank at your service, you can just call me Hank if ya want. And that old girl..." Hank looked over to Tia, appreciation clear on his face. "I seen 'er once before, when I were a young man. Can't believe she's still purring along. Had a few modifications done since then, I reckon, but she's still a beauty."

 

Listening to Martin's further questions, Hank nodded excitedly, then sadly. "Yeah, we're a little put-out right now, to put it mildly. Wouldn't mind the a little help from yourselves getting our machines tight 'n tuned. I did all the work myself on Matilda here, she's my vocation and my home both. Come on in, lemme show you!" He seemed to just assume Martin would come along, and lead the way through the man-height door into the vehicle, narrating and pointing out all of his little modifications as he went. The driver seat area was completely renovated, with a big comfortable seat that was well reinforced and surrounded by various mechanical and electronic gear. It was a bit untidy, like the whole vehicle, but serviceable where it counted. The front third of the bus looked almost original. Bench seats in various alignments with strong metal bars to hold onto, a big difference being metal grates and panels over what were presumably once glass windows along the side. "This area here still works as a bus. Gotta keep up with my moniker and all that, ya 'know? See I drive people around where they need to get. Family needs to take a trip over to Junkton for the weekly market? Ol' Hank can get you there safe 'n sound. Not as many passengers as these babies once brought around, so the rest of the bus used to be my living space. Had to make a few last minute modifications, on account of them raiders of course." Indeed, the middle third showed signs of being modified a number of times. Martin could pick out where shelving had been installed as well as appliances. Probably a little stove, water spout, radio, and other comforts. Most of that had been hastily ripped out, and some very rough benches and handholds put in. It was clearly a rush job, less than an hour of work, and if it was going to seat people for transportation in anything more than an emergency, it could use some shoring up. Beyond that, the back third of the bus seemed to be something of a bedroom. In fact there was an old ratty mattress strapped up against one wall. And again, the area where the frame was bolted down and any extra space was made into impromptu seating or standing handholds. Hank had clearly sacrificed whatever comfortable living arrangement he had to be able to fit the thirty-odd Greenwooders he'd brought out of town.

 

He was happy to keep chatting on about the modifications he'd done prior, and the new ones as well. By the time he'd run out of gas just a little bit, he finally prompted Martin, "I got 'er shored up pretty well, but I ain't no heavy armor expert like y'all. You got any advice on keeping folks in here safe and secure, o'l Hank is all ears."

 


 

Lysandra looked at her daughter with a warm smile as Tanya saluted her, and complimented her on her conduct. Then she nodded at the commander, and offered her hand. "Thanks to you and your crew again, Commander Brzinsky. You arrived just in time to get us all out of there, I don't know what we could have done agains those war machines of theirs. I'm just grateful you had a bigger, badder one."

 

"It was pretty badass, Ma. You see how that cannon blasted holes right through those dust-suckers?" Jana cut in, "It sure was loud in there though," She was indeed speaking at a slightly louder volume than was needed for the proximity.

 

"I saw it J." Lysandra answered. Then turning back to Tanya, "Why do those kind of maniacs decide to attack anyone, Commander? Food. Supplies. The thrill of killing and maiming." She turned her head and spat on the ground. "We'd heard about them roaming the area, but thought they were a ways off still. Made a few preparations in case we needed to scare away a smaller party. Then we started hearing their vehicles from over the hills in the early morning hours. So many, it sounded like storm coming, or maybe even a Kaiju. We told folks to start getting out of town, and many that could scattered in their own vehicles. A big group of us stayed behind to help the slower families get things together, collect valuable supplies, and prepare to defend the town if it came down to it. But when the their horde came over the horizon, we knew it was hopeless."

 

Lysandra took a moment, shuddering with some emotion she hadn't had much time to process. Then continued, "They sent over someone to 'negotiate.' Basically demanding more food than we even had, all our fuel, our crops, weapons, livestock, valuables. Might have even given all that over on the chance they'd take it and go, but they demanded a price in people too. Those are the sort of scum that takes 'converts' to join their ranks, or pretty much enslaves them if they aren't willing, which is most. Couldn't abide that sort of thing for our folk. So we told them where they could stick it, a few of us manned some guns, and we planned out exit. We did alright. Shot a few of them. Used a few barrels of gasoline for a big explosive surprise. And lured a few in while we made a break for it in two groups. I think the other group had enough of a lead, I sure hope so anyway. We ran into some extra trouble in our direction, and that's about when you showed up."

 

"You think they knew about..." Jana trailed off, but nodded her head significantly at the buggy, or probably what was stored in back.

 

Lysandra looked, considered, then answered, "I doubt it. Not many people are in the know, not even most in our town really. But you never know." Looking at Tanya again, expecting further inquiry, Lysandra went on, "We'll explain, as much as you need to or want to know anyway. I need to talk to my people and make sure we're on the same page..."

 

As if on cue, a man at the other end of the open area shouted, "Lys!" and beckoned her over.

 

"... give us a moment to talk, then bring your crew over. We still need your help, one way or another." She gave a small bow of her head, respect and apology contained in the gesture, and went of to go talk with the small group.

 

OOC / MECHANICS

OOC

Getting to know Hank a little bit. And glad Tanya got her character moment, filling in that journal, that was nice. 

 

We're still having character moments as you want, and remember just go ahead and indicate you are joining the group Lysandra is with IC or OOC when ready to move on. Also go ahead and get your character tweaks going.


Scene / NPCs

Zon

Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out. 

 

 


 

NPCS

The Escapees from Greenwood

  • Off-roader buggy
    • Lysandra
    • NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out.
    • *Jana
  • Bus
    • 32 passengers, consisting of several families, including some children
    • Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia.
  • Truck with big fuel tank
    • Driver and two passengers
  • Hauler truck with trailer
    • Driver and two passengers
  • Truck with livestock pen 
    • Driver and one passenger
  • Cruiser
    • Family of six
  • Dirt Bike 
    • TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana.
  • Wounded from Jeep
    • RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager.
    • DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact.

Tank

THE TANK

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

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 42 (Reactive Armor) 

Stress: 15

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

Crew Martial Focus: YES

_______________________

Main Cannon

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

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

30 Ammo Capacity

Base Cannon Rounds: 18

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

________________________

Gadgets and Secondary Weapons

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

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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Martin smiled and nodded as he and Hank went on about their respective vehicles. He asked questions and traded his own early tales under Tia's proverbial hood. Not that he got too specific about the current specks, but he always had a habit of 'geeking out' with his fellow mechanics and engineers over their respective charges. At Hank's request for advice, he bite at the inside of his lip in thought as he scanned the bus's rushed change over from mobile home back to mass transit. "Wellll, there is the seating. I can see where you had a few things attached there and there. If we have a bit, maybe we can do some proper attachment points there, set up some seats that can be laid out or stowed if not needed. The armor you have looks pretty good. More is usually better of course, but only if you got the legs for it." He added, turning towards the side wall of the bus as if he could see the outside plating from the inside. "On the other hand, we could put some angle on it. See, all those angled panels on Tia there? The bullets come in straight and they ricochet up and away rather than running straight in. Otherwise they got to drop their shots down from above to get a straight shot. We could try something like that here too. Angle up and down, away from the windows here. And out from the tires of course. Your gun up top too, maybe double check firing angles and cover."  He said, his voice trailing off to mumbles as he started thinking aloud as much as offering advice. He paused for a moment as he eyed their new gun as it sat atop the raider's gun truck. He looked between it and the rear roof of the bus for a few moments before turning back towards Hank. He moved to suggest it, paused again, looked unsure of the thought, and then decided to not offer it without talking to the others first. "Here, lets start with the seating. Shouldn't take too long and we can make the ride more stable and comfortable for everyone. Especially if we can get Det in here to help us. That is her there. She's just as good at putting things together, and blowing them up. Or, should I say blowing things up and putting them together again." He added with a chuckle. "I'll get my tools out of Tia and we can" He said, stopping in mid thought as he caught sight of Tanya talking with Lysandra. "Or maybe we wait till after the meeting. Have to get business out of the way before we play. Give how you want Matilda here to look and I'll help out here in a bit, ok." He added with a more forced chuckle as he walked towards the small group.

 

 

Actions/OOC

Actions

 

I got my chance to talk to a bit, so I don't mind moving along when everyone else wants to. But no rush either if you guys want to say 'hi' and such to people.

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

 

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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

While the cargo bay of a moving tank might not have been the ideal operating room, nor did a hectic escape run provide the ideal backdrop, Doc had healed people in worse conditions, and given that this time, he actually had a helper...it was as good as medicine got in this fallen world.

 

During both operations, Doc kept up a running commentary to Jana, letting her know exactly what he was doing, explaining the purpose of his various tools and concoctions, and allowing the girl to assist wherever she felt comfortable.  He could easily have done it all himself, and had on more than one occasion, but he was also always on the lookout for a suitable apprentice, and the girl definitely had the smarts for the job.  He would keep an eye on her over the coming days and see if she had the mental toughness, and, of course, any interest in the healing arts.

 

For now, though, he methodically went about his job, removing bullets, clamping off bleeders, suturing and bandaging, and generally doing his level best to fight off the Reaper just one more day.

 

Eventually, he sat back on his heels, having spent most of the last half hour kneeling at the side of the two wounded men, with his hands stuck in various parts of their bodies, and breathed a sigh of relief.

 

"What do we say to the god of Death?" he whispered, quoting a half remembered phrase from an ancient paperback book he'd read years ago, "Not today."  A brief smile crossed the man's weathered face, mostly hidden by his thick beard.  After a moment he turned to his erstwhile assistant, taking the wet towel she held out, and nodding his thanks.

 

"Good job, Jana.  Not everyone has the stomach to watch a man sew up another man's insides without losing their lunch.  You're tough.  That'll stand you in good stead over the next little bit."  He looked towards the back of the tank, even as he methodically cleaned the blood from his hands.  His eyes roamed the steel bulkhead, but his attention was clearly on the remains of Greenwood in the distance, his mind's eye seeing the town in flames, it's residents butchered...and worse...all through the streets.  Closing his eyes briefly, Doc breathed a prayer for their souls, hoping the old books were right, and there was a better place waiting for them after the hell they'd lived...and died...through.

 

After a second, he looked back at Jana and gave the girl a melancholy smile.  "Things are likely to get worse before they get better.  But so long as we're with you, we'll...all of us..." he waved his hand around at the other Tankers, "do everything in our power to keep you and your people safe."

 

Setting the bloody towel aside, Doc rubbed his hands briskly, and a genuine smile broke out on his face.  Drawing Jana's attention to their two patients, Doc went on to explain about their after surgery care.  "Those herbs I had you steep and feed them, that'll keep em asleep for awhile yet, and will help with the pain when they wake up.  See, the most important thing about recovery is keeping the pain managed."  He made sure she was paying attention, and continued.  "The more pain you're in, the harder it is for your body to heal.  See, there's this thing called..."

 

Doc continued his impromptu medical lecture, even as they made their way further from the ravaged town, doing what he could, in his own way, to keep her distracted from whatever dark thoughts she might have about what happened, and giving her a purpose.

 

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

When they arrived at the old, rundown warehouse, Doc breathed a small sigh of relief.  While it wasn't exactly a fortress, it should at least everyone a bit of time to take a breather, and feel, if not safe, at least safer, which would do a lot for everyone's peace of mind.

 

Once they were stopped, Doc thanked his assistant.  "Good job kiddo.  Better than some nurses I've had to work with." He said the last bit in a loud "whisper", and jerked his head towards Martin and Packer, making sure the other two men saw his wink, to take the sting out of his "complaint", then gave Jana an exaggerated wink as well, causing the girl to giggle.

 

Mission accomplished, Doc then waved towards the rear hatch.  "Go ahead and go catch up with your Ma.  I'm sure she's just as eager as you are to wrap each other up in a hug.  Do me a favor, though," he caught her before she darted from the cargo area.  "Send over a couple of strong lads.  Now that we've gotten your friends through the worst of things, I want to get them someplace where they can rest in relative peace, get someone to watch over them as well...I'm thinking maybe that armoured bus of yours."

 

His eyes grew momentarily distant.  "We'll eventually need to take council with your people, and I cant very well do that while I'm monitoring wounded.  Plus," his brows drew down, "if things get...dicey again, the last place we want them is in the back of a fast maneuvering tank."

 

Jana nodded, offering her own thanks, and quickly disappeared out the now open hatch.  A couple minutes later, two burly, middle aged men arrived.  Both wore rather nondescript looking, homespun and leather, and the two had similar tanned, weather-beaten faces.

 

"Ah," he exclaimed, "you must be my new helpers.  Name's Doc."  The healer shook both men's hands.  The first man responded with a curt 'Hi', followed by mumbling the name 'Brian'.  The second, didn't even bother with the greeting, simply grunting 'Drew'.  With a shrug, Doc pointed to the two wounded, the older of the pair already laid out on a stretched that Doc had snagged from the crew's medical trunk.

 

"I need both of these two taken over to that bus of yours.  Take care.  I got all their bits put back where they belong, but they're still going to be a bit 'Handle with Care' for some time yet. C'mon, I'll come with you, get them settled."  Doc then waved his hand in the direction of the crowd of refugees.  "I'm going to need a couple people to keep an eye on them.  Maybe older kids, or teens?  Responsible someone's who'll come get me quick if there's a problem.  Ok?"

 

Both men nodded, which Doc figured was about as good a response as he could hope for, and hopped out of the tank, still festooned in his array of pouches and bags, but with the addition of a pair of wool blankets.  Getting to the bus, Doc introduced himself to Hank, nodding to Martin, and hijacked the two men from their conversation to help get the two wounded settled, then left them to return to their conversation.

 

It was a matter of a few minutes to get both his patients settled on makeshift pallets of blankets, set up in the rear section of the bus.  He thanked Drew and Brian, and while they fetched him a couple of additional helpers, Doc did a quick check on the two wounded, noting that they were both doing well.

 

Just about the time his watchers, a pair of teens that looked to be siblings, arrived, the two men began to stir.  Doc quickly knelt at their side, resting a hand on each of their shoulders to make sure they didn't move.  "Easy now, fella's.  Dont go undoin all the work I just did."  He caught the two men's bleary gazes, making sure both could see, and acknowledge, his instructions before continuing.  "Name's Doc, part of the Tanker's crew.  I put you both back together after those Disciple bastards tried to take you apart.  I got all the holes plugged, and you're both swimming in the good drugs."  He grinned at the two men, his best 'Doctor Smile' plastered on his face.

 

"Now, these two youngsters here are going to keep an eye on you, so I can talk with your people.  Just know that, for now, you're safe." Doc emphasized the last two words, pressing down gently on each man's shoulder, and again making eye contact.  "We were able to break contact with the Disciples, and we're in a place where you can rest for a bit.  I gave you both something for the pain, and it's going to keep you fairly drowsy.  Best thing you can do is just rest."

 

Doc looked back towards the door of the bus, hearing the various conversations that were springing up.  "I need to step out for a spell, but if anything starts to hurt unduly, one of these two," Doc caught the two teen's eyes, emphasizing his point with a raised eyebrow, "will come get me.  Otherwise, I'll be back in a bit and check in on you.  You'll need another dose of pain meds soon anyway.  Until then, rest, sleep if you can.  It's the best medicine for what ails you."

 

The two men, still drowsy from the medication Doc had them on, thanked him, the older with a word or two and a nod, the younger a bit more effusive, though punctuated by a positively huge yawn.  With a chuckle, Doc patted both on their shoulders and left them to rest.  He took a moment to instruct the two teens on things to look out for...mostly boiling down to 'if anything seems off, or bad, get me immediately', and took his leave.

 

When he got outside, he thanked Hank for the use of his space, and made a couple of complimentary remarks about the bus.  He left quickly though, when the discussion began to delve into improvements for the bus.  While Doc was perfectly capable of spinning a wrench, he had no desire to get involved in a discussion of 'deflection angles' or the best way to bolt down benches.

 

Instead, the healer decided to make himself useful and began working his way around the scattered groups of refugees, starting with Lysandra and Nile, and dealing with any other injuries that they might have acquired on their breakneck getaway.  Once he'd checked the two obvious leaders, and established his bonafides, things went smoother with the rest, and over the next half out or so, Doc treated various scraped, bumps, and bruises; gave Ray and Davis another dose of pain meds, set a dislocated shoulder, handled a few minor lacerations, and had even done another minor 'surgery', on the doll of a young girl that had been cut open on a jagged piece of metal during the wild ride. 

 

With a serious, solemn look on his face, Doc duly sutured the doll's belly, after rearranging it's stuffing as evenly as possible.  When he was done, he pressed a small bandage to the 'wound', earning him a kiss on the cheek from the girl, a five year old named Tina.  Ruffling the girl's mop of dark hair, Doc smiled at her parents and then gave Tina a small sweet that he made and kept on hand for the crew.  The girl's eyes lit up when presented with the candy, and quickly crawled in Doc's lap, settling herself and her doll and enjoyed her treat.

 

With a 'what can you do' shrug, Doc waved away the parents' protests and simply took a moment to relax, enjoying the small island of peace Tina had managed to create with him, in the sea of chaos they all now found themselves in.

 

Looking around, Doc realized that several of the Greenwooders, including their leaders, had gathered nearby, and, seeing as he was close enough to both hear, and participate in any conversation that ensued, Doc wrapped his arms around the girl in his lap and waited, content for the moment, for the rest of the Crew to join them.

 

 


OOC Stuff

Just getting Doc in a position to participate in the next big convo.

 

I dont think anyone on the team was injured, other than the loss of a few Temp HP, but if anyone was actually hurt, or long a significant number of Temp HP, let me know and Doc will take care of it.

 

Otherwise, Doc's just chillin...

 

_________________________________________________________________________

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

     20% Miss Chance vs all 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 'snake' 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 automatically makes the DC 20 check.

 

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

 

     He will NOT expend Martial Focus for Moving Target this round, meaning that all incoming attacks will have a 20% miss chance (since they have moved more than 5').

          Note that Doc has taken this talent twice, so it works against Melee attacks as well.

 

     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 4 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 3 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: - Have various conversations with different crew members

     Free Action: - Regain Martial Focus via Mobil Focus

     Immediate Action: -

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

     Move Action: - Turn/Move 105' in a Clockwise 'snake' pattern

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

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 (3 + 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 (2)

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
 

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 Honour: 23

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

 

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

      ____________________________________________________________________________

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

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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