Jump to content

01: Steel Shepherd


Paxon

Recommended Posts

Alex "Duende" Villagos

Fire!

spacer.pngWhen the last raider finally fell in a hail of bullets from Tanya's machine gun, Duende whooped in celebration. They weren't completely out of the woods yet, and the loss of the town, and more importantly what was likely many of its inhabitants was a tragedy of course, but there was nothing that could be done about that now ad he'd learned long ago to appreciate every victory because they could be few and far between.

 

That was the extent of his celebrating, though. There was still work to be done. He saw that Doc and Packer had the wounded under control, so he moved to help Det and Martin with the salvage operation. He wasn't quite the engineer that either of them was, but when it came to quickly assessing the best scrap and grabbing it in a hurry, you couldn't beat a Scrapper. He raced around the battlefield, hopping on and off Zuki to get a closer look at the various damaged and destroyed vehicles littering the area. The quickest, easiest parts he grabbed himself, but for the more involved retrievals he simply flagged them with a bright ribbon and called them in to Martin and Det before moving on to the next.

 

He of course kept a wary eye on the main body of raiders the whole time, working a pattern that started him furthest from the town and working his way nearest. When he finally saw their own scouts getting a bit too close for comfort, he gave Tanya the signal to pull out and headed back toward Tia, falling in with her behind the refugees as they moved up through the valley and into the wilderness beyond.

 

The abandoned warehouse they eventually found wasn't the absolute best shelter you could hope for, but it was a damn sight better than many he'd seen in his days, and it suited their needs just fine for now. Parking Zuki in a spot where she'd be out of the way but easily accessible in an emergency, he hopped off and set out to explore the area, keeping an eye out for potential hazards as well as any potentially useful tidbits. There were of course none of the latter worth speaking of - a place like this was too obvious a target for scavengers and it had been picked clean over the years -and though the collapsed areas were of course best avoided, the rest of it was surprisingly sound, and even most of the remaining catwalks and conveyor belts were surprisingly sturdy.

 

It was as he was checking out one such elevated walkway that he noticed a small group of kids gathered near the rear of the bus. They ranged in ages from five or six to maybe preteens at most, and he recognized in their body language a strange mixture of fear and anxiety buried under a thick layer of boredom that can really only be found in children. He quickly made his way down to them and introduced himself, then called for them to follow him. Making sure to stay within sight of the adults, he led them to an especially intact portion of conveyors and catwalks, including one long, slanted conveyor. It didn't have power of course, let alone the motors and other parts to make it actually move anyway, but the belt itself and the rollers were still intact, so that any weight on it caused it to roll just due to gravity. After riding down it himself once like a makeshift slide of sorts, the kids clamored to give it a try, and before long there were squeals of delight and peals of youthful laughter as the kids scrambled and clambered around the slide and the surrounding belts, steps, and walkways, making up ever-changing games and scenarios in that wonderful way that only kids can.

 

While they played, Duende gathered up bits of scrap and, using his tools and some of his own supplies, began crafting some rudimentary toys for the kids. The small tanks with actual swiveling turrets were, not surprisingly, especially popular, but before long each child had their own small toy of one sort or another. There was probably some important planning going on and decisions to be made somewhere he knew, but that was better left to others - that kind of thing wasn't his forte anyway. If his input was needed everyone knew where he was, but until then he was content to keep these kids as occupied and happy as he could, because goodness knew their lives had just been torn apart and it was probably going to be quite a while before they knew again the sort of peace and stability they were used to up until now - if they ever did again.

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

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

Chemical Coating - Improved Tanglefoot Bag: 1 rounds

Starting Stance: Duelist/Long Cuts/Debilitating Injuries

Starting sequence: 5


COMBAT ACTIONS: Duende

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

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

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

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

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

Swift: Perception (observe refugee using Wayfair)

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

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

 

(See OGMW rolls thread for rolls)

 


ACTION ECONOMY - Round 6

     Free Action:

     Immediate Action: -

     Swift Action: Perception

     Move Action: Executioner (finisher)

     Standard Action: Deadly Shot (link)

     Full Round Action: -

     5 Foot Step: -

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

Rifle rounds: 6/6

 

General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

 


NOTABLE SKILLS/SKILL CHECKS

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

     Perception: Base +22

 


SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision

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

     Sense Motive: +10

     Stealth: +25

 


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

  • Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
  • War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
    •      Black: +7 Competence Bonus to Stealth
    •      Yellow: +7 Competence Bonus to Perception

 


DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

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

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

 


CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

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

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

Current Temp Hit Points: 35/50

Primary Martial Focus: Yes

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

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

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

Current CMB: 11 (6 BAB + 5 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

 


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

 


Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

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

5' Half damage

10' 3 damage

 


Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

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

 


Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

 


Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Equipment

 


Daily Carry Gear

Tank Key

    

 

 

 

   
   
Link to comment
Share on other sites

 

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

As Lysandra turned away to talk with her own people, Tanya said, “I’ll join you in a few minutes; I need to take care of something first. I’m afraid some of the crew aren’t much interested in a palaver, but I’ll make sure the others know to join you when they’re done with their own after-battle work.”

 

She then went back to Tia and wrote up her battle records, interrupted by a brief chat with the two children. When she finished recording everything she thought a future commander, or even her future self, would need to know, she dried the last of her writings with a precious bit of blotting paper scavenged from a ruined city, and returns the book and writing supplies to her locker.

 

On her way to rejoin Lysandra, she made sure the crew knew about the woman’s invitation – even Duende, who she was sure won’t come. All the while she mused about Jana’s mysteriously cut-off comment about the whether the raiders ‘knew about’ some secret of the townsfolk. She wondered if her people skills would be enough to convince their leader to let them know what was going on; if it mattered to the raiders, it could matter to the Crew.

OOC

Ready to move on.

 

Mechanics (none)

N/A

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

 

 

 

 

 

Link to comment
Share on other sites

Packer ‘The Stump’ Green 

spacer.pngPacker steps out of The Beast fully armored and helmet locked.  He enjoys the bittersweet moment of meeting the people they saved. Seeing the smiling faces on families brought back from the brink of ruin and the laughter and gratitude of a community preserved. Then it happened, as it inevitably does, that a mother bringing her child to thank the Tankers notices Packer’s glowing eyes behind the visor and pulls her child back in fright. Sighing in resignation of his condition and it’s effects on some people, Packer moves past Doc during his rounds, patting him on the shoulder and saying, “Running a perimeter check with Duende. Will see if the bay doors are all we need to secure while we stay here or if there is any signs of nesting further in near the collapsed portion.”

 

Walking around the structure starting clockwise from the Bay Doors, Packer keeps an eye out for other entrances into the space and looks for signs of nesting such as droppings or bedding. During his walk an adolescent from the convoy notices Packer and walks over to question him.

 

“What are you doing over here?” The youth asks suspiciously.

 

“Just checking that nothing was living in here before we showed up and that we can relax a little without something dangerous showing up.” Packer replies nonchalantly and notices Duende entertaining some of the younger crowd by some scrap he nods in that direction and says to the youth, “Looks like they’re having a good time over there. You should see if my friend there started up his toymaker hobby again.”

 

The youth looks over and seems tempted for a bit before saying, “I’m not a kid like them! Besides something’s funny about you. Why do your eyes glow like that?”

 

Shaking his head at the barely teenaged lad, Packer responds, “Sometimes the wastes don’t kill you. Sometimes you just come back different. Folks call the strange bits mutations and the people who have them are mutants. People don’t really understand them and not all mutations are harmless so people don’t like them much.” Packer notices that the leadership of both groups is about ready to meet and starts heading that way but says by way of parting, “Also, if you want my advice, be a kid as long as you can. Once you become an adult there’s no real way back to being a kid.”

 

Packer rejoins Tanya at the meeting standing back and to her right to let her handle negotiations, but close enough for Packer to cover her in the very unlikely event of trouble.


 

OOC

Actions

Perception to look around the Zon warehouse. (Rolled with tower if it’s working)

Condition

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

AC: 34 (31 vs projectiles)

Currently Challenging: None

 

 

 

Name
Knowledge: Leaders (Knights of Ford)
13
1d20+5 8
Perception
26
1d20+13 13
Knowledge: Local (Knights of Ford)
10
1d20+5 5
Link to comment
Share on other sites

Sanctuary

Somewhere in the Wastes

 

 

Doc picked up the ongoing conversation of the Greenwood leaders as they walked and talked, stopping again near where he was sitting.

 

"... we have fifty-odd people here without anywhere to go. That's our home, dammit! We gotta get it back!" The speaker was a big man with red hair and full mutton chops, who went by Red. He'd been a passenger in the truck carrying the big fuel tank, and spoke now with passion. "Where the hell else are we supposed to go?"

 

"It's full of Wrathful still, Red," said Nile, the lean bearded man who had been driving the lead buggy. 

 

Red replied, "I know that, you damn fool. We let 'em wrath themselves out, and we go back tomorrow to pick up the pieces!"

 

Nile gave Red a sharp look at the offhand insult, but Lysandra put a calming hand on his arm, then spoke, "Disciples like to claim territory, not just people. They'll have little packs around for weeks, or months, depending on if they establish themselves or move their horde on quickly. Going back too soon is a huge danger."

 

By now, the other Tankers were collecting, keeping a respectful distance but making it known they were ready to be a part of the conversation.

 

"And I know that, too, Lys. But we got the Breakers here with us now, don't we?" Red huffed, waving at the assembling Crew. "We can root those vermin out, and send 'em straight to the Hell they seem so hot and bothered about damning all us to."

 

Before anyone on the Crew even had a chance to weigh in on the feasibility of the idea, Lysandra replied, "Maybe they can stick with us for that kind of contract, maybe not. But that's a whole campaign you're talking about. We probably need more than just the Tank, powerful as it is. We need allies. And that will have a cost of its own. Then even if we can organize all that... I just don't have that kind of time, Red." 

 

Red looked angry, though a little resigned. As if this was a conversation they'd circled around a number of times "Right. You have a train to catch, don't ya."

 

"It's important, Red."

 

Nile spoke up, "He's right about one thing, Lys. We have fifty people here, and they can't all just follow along to Athens. We need a plan for them."

 

Lysandra nodded, the weight of responsibility on her face and shoulders. She waived the Crew closer, inviting them deeper into discussion. "Okay, here's the thing. We wanted to hire you as and escort, and I still do. I want to get to Athens Station and catch the Western Line there is talk of being in operation, and I don't want to be too long about it. All of a sudden, as you can see, there are a whole lot more people to escort. We can take care of ourselves okay, but this isn't some kind of armed expedition we put together here. We've got kids and families, transport trucks without serious armaments, and we'll look like a pretty juicy target roaming the wastes. We gotta get these people somewhere safe. Nile, you got our map?"

 

Nile reached into a pouch on his vest, pulling out a smaller oilskin envelope with a zipper attached. From that, he withdrew a folded up map which he unfurled very carefully, placing it atop a flat piece of metal machinery. The map looked like one from Before, roads and terrain printed cleanly with a light grid, but it had been extensively marked up since then. New geological formations, territories, and broken and impassable roads were noted. The Crew had their own maps, which they brought out to cross-reference as needed.

 

Lysandra pointed at various points on the map as she spoke, "I think we've ended up right about here. Athens Station is here. Best I can figure we have a few options to get from one to other..." She went on to talk through the options, and the Crew added their own knowledge as she talked them through. 

 

The first route was the safest. But it was also the longest, by a good margin. It involved a significant amount of backtracking, but it would take them through some of the more establish routes, past some settlements that were friendly to travelers and should be good for resupply, and eventually catch up to the Tinker Express line which they could probably utilize to get to Athens. It was circuitous, still risked bandit activity, and would cost a lot of time, fuel, and supplies. But it was fairly safe, and there would likely be places along it that families could stay until such time that resettlement of Greenwood could be figured out.

 

The second route would be faster, if all went well, and would save time and supplies. The problem with it was that it went through the whole expanse of Knights of Ford territory. While everyone present agreed that was preferable to taking on the whole Wrathful horde, it came with difficulties. The Fordly Lords were very possessive of the territory they safeguarded, and as such, requiring hefty tolls for using their routes. Supplies were more expensive. Even further to that, though they espoused ideals of honor and chivalry, they had their own particular interpretations of the concepts. Passing through their territory would be putting the convoy at their mercy, though the presence of Defiant could mitigate some of that. Overall, it would be the most costly route, with no real guarantees.

 

The third and final suggested route was the most direct. It would cut across some difficult terrain and tricky geography, taking the convoy to Jackson's Crack. They might be able to find temporary settlement for many of the Greenwood families there. Then a smaller group would proceed through the Primeval, past Barrow Hills, and connect up with an old road that should take them the rest of the way to Athens. It would save the most time and fuel, but it would be the most dangerous. The territory on the path was wild and full of dangers, human and inhuman. 

 

"I think it's worth the risk," Lysandra said, stating her preference for the direct route, "We'll save... days probably... and certainly much in the way of cost of travel. We don't have a lot extra with us to trade away, especially accounting for the increase in the scope of our contract with Tia's Tankers. This is the closest to what we likely would have done, traveling lighter. But you are our shepherd, you are responsible for our safety, and your own. Tell us what would be doable for you."

 

 

OOC / MECHANICS

OOC

Converse here, and I'm also going to put an IC thread in discord for quick exchanges. You may use either.

 

You'll need to pick a route, as you'll have final say in the direction. Below are some additional activities/information/depth etc.

 

What Lysandra is carrying? 

  • Negotiate her telling you what it is: Diplomacy DC20You convince her its in her best interest to tell you what she's transporting.
  • Trick one of the others into revealing most of the secret: Bluff DC 15Red, or maybe Jana or Nile, will mostly reveal what they are transporting, leaving Lys little choice but to tell about it.
  • Exert your authority, demanding she tell you: Intimidate DC20She reveals what it is, but some trust is lost.

The Routes

  • Timing: Several of you succeed automatically. The Long Route (option 1) would take 7-10 days. The Knights of Ford (option 2) would be about 20% shorter distance, but would only take 4-5 days. The Direct Route (option 3) would only take about 2 days, if nothing goes terribly wrong of course. These routes are all one that Before could be traversed in a matter of hours, but that's when you could cruise along a highway at 65+mph without looking out for danger. Traveling this distance in the wastelands is slower going, driving carefully over broken ground, with frequent stops to scout for danger, rest, and sometimes even backtrack if an expected path become impassible. 
  • Knights of Ford: Knowledge Local DC 20The KoF will usually stick to their agreements, but have been known to find a number of contexts to break them, often if their honor is insulted.

    While not an official policy, many members are untrusting and downright hostile to mutants. Probably part of why the Crew rarely works with them directly in this region.
     |  Knowledge Leaders DC 25(previously Kn: Religion)

    You know of a particular Lord who is more trustworthy than others. The cost of doing business with him is higher, but it would be a safer bet, if going this route.
  • "Difficult terrain and tricky geography" Knowledge Geography DC 30There are strange new mountain formations and other rocky "growths" through this territory, making for only a few navigable passes. And those are popular spots for bandits.

    You do know of one that is little-known, takes a bit of skill to locate and navigate, but should be less of a pain than others.
  • The Primeval: A swath of ground full of strange flora seemingly squashed into existence during the collision, full of Dinos and Primals. Knowledge Geography DC 25There is a path through this jungle-like terrain used by trappers and hunters from Jackson's crack that would be able to support all of the vehicles in the convoy. Special care would need to be taken to protect against oversized carnivores and tribal ambushes. 
  • Barrow Hills: Knowledge Geography DC 25Part of this area used to be a military base and ordinance storage back in the Before. It has mostly been avoided as it was infested by Infected for quite some time, though as a side effect, it has probably been salvaged mush less than more accessible areas. If you don't cause too much trouble through here, it should be simple to traverse.
  • Athens Station, and the Western Line: Knowledge Geography DC 20You've also heard of the "Western Line" (not its official name, but it's what folks have been calling it), and indeed hear it is traveling out as far as the west coast. Not a simple trip in its own right, not many trains come and go, and the track isn't exactly reliably maintained. But it exists, for those relatively few who want to make a cross country trip in these days.

    Of course if you miss the outgoing train, it might be weeks or months before another is available.

Exploration of Zon

  • This is more for Duende or Packer, in their explorations of the distribution center. bcool I don't see your roll show up in the dice tower on your post, you may need to reroll.
  • Perception DC 25Choose one:

    A) You find a machine that still seems at least partially functional. It seems to be some sort of small robot that must have worked in this building, it looks sturdy and able to handle heavy objects. It may be able to interface with drones in the tech sphere, or otherwise scrapped for nice parts

    B) Hidden away in a small storage locker under a broken conveyer belt, you see a shiny, filmy cylinder. You pull it out. Upon further investigation, it seems to be a large roll of some kind of very thin, stretchy, transparent plastic, about a yard wide and who-knows how long. Truly, a strange wonder from the Before. Who knows what you could use something like this for, or at least barter to a curious buyer.

    If you both make this, you can find both between you.

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. Including...Tina, a 5-year old girl
      Drew, a middle aged man
    • 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
    • RedA big man with mutton chops, and eponymous red hair. He is seems to have little filter, saying what's on his mind. Tends to rub some people the wrong way. But he cares for the folks under his charge.
    • Driver and another 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

 

 

 

 

 

Link to comment
Share on other sites

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

Martin stared at the map for a moment, before looking back over his should at the various vehicles, then back down at the map. He tapped lightly on the map near the Primeval, glanced back at one of the vehicles, and shook his head. "I., The path here through the Primeval and Barrow Hills. I would suggest this path myself, but only if we can find a place for most of your people. The terrain in the Primeval is, well its hard on most vehicles, even ones set up for off road paths. And there are suppose to be oversized lizard things in there. Now, I do know of a path through there, and Tia could make it, no doubt. With one other vehicle, sure. But with everything? Not with the kids." He said, looking back towards the group of them and shaking his head. Poking the Barrow Hills, he seemed more thoughtful than the nervousness of the Primeval. "Barrow Hills here is actually something of an interesting bit. Its more of a toss up as to how dangerous it would be. I mean, in the Primeval, we are going to get attacked. But the Hills, well rumor says it is full of Infected. With proper precautions, and if we can rush through before they notice us, we might be able to avoid them, or at least any meaningful amount. On the other hand.., that used to be a military base. With the infected surrounding it, there might still be some Pre-Collision tech sitting inside." He added, his thoughts going through some ideas of what might be hidden away in a place built for things like Tia. Turning his thoughts back towards the planned routes, he tapped the Primeval again before waving towards the safest, if longest, route. "But, again, we can not take everyone through there, its far to dangerous for such a large group. But if not there, then the far road I think. The Knights are usually ok, but with a group this size., I would worry about them reacting badly. Even if nothing bad happens, the toll for this many vehicles would probably be worth more than the extra days of travel." He added with a shrug.

 

 

Actions/OOC

Actions

 

Roll various skill checks back on the OGMW thread.

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

 

 

Link to comment
Share on other sites

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 sat quietly, arms wrapped protectively around the little girl in his lap, listening to the conversation that swirled around him regarding their upcoming plans.  Tina, exhausted by her travails of the morning, curled up against his chest and slowly but surely drifted off to sleep, her recently 'healed' doll clutched tight against her belly and the girl curled around it.  Unconsciously, Doc responded, relaxing even further, and a soft, barely audible, rumbling purr vibrated through his chest, further comforting the child.  When the girl's mother once again asked, concerned, if Tine was a bother, he gently assured the woman that all was well...better than well, in fact.

 

The scruffy healer couldn't help the sense of peace that invaded his soul..despite the horrific nature of the raid on Greenwood, the ensuing battle, and pell-mell flight, this group of refugees had managed to come through mostly intact.  The fact that he'd been able to save those two, horribly wounded, men was balm to the healer's heart

 

The situation was hardly ideal, and there were many potential dangers still to be dealt with, but for now, this moment, there was peace and safety.  And in the time since the Collision, a few moments of peace and safety were all anyone could reasonably hope for.

 

So profound was his sense of calm, that Doc was easily able to review his own mental map of the Wastes, and just as readily pull information on the various players from his copious memory.  Waiting for a lull in the conversation, Doc spoke just loud enough to be heard, but, hopefully, not so loud as to wake his tiny charge.

 

"Each of the routes poses different dangers and challenges." he opined.  "If we take the safe route, we risk missing the Western Line.  And given the rather...hmmm...random nature of arrivals and departures at Athens Station, if you miss this run, it's likely you wont get another for weeks, if not months.  Taking the short route, as you say, is your best bet to get there on time, but comes with it's own risks."  He gave the woman a serious look.  "Only you can decide if the risk is worth the reward."

 

Turning his attention to the large ginger-haired man, Doc gave the man a repressing lookDoc wont make an actual Intimidate check, but his base Intimidate skill is +20, so it's likely the look will make an impression. 😄 before he spoke.  "Despite what you might think, Tia is not all powerful.  She's a major force multiplier, sure, but even a battle tank cant take on an entire army by herself.  The Wrathful have heavy machine guns and artillery. If enough of them hit us, hard enough, even Tia can get hamstrung...and then the wolves will have us for supper, along with all of you...and your families"  He stared, hard, at the man, Doc's cat slitted eyes darkening as he locked gazes with Red.  "The best...safest option is to get your people somewhere safe, and take a small party forward to get Lysandra and whoever she wants to bring with her, to Athens Station.  Give the Wrathful a chance to spread out...get complacent.  And in the meantime, you regroup with your fellow survivors, you plan, and you look to take back your home."

 

Doc shook his head.  When he continued, his voice was harsh, though still pitched low for Tina's sake.  "Charging in like a damn fool isn't going to accomplish anything but getting you and yours killed.  Might as well fit yourself for a pine box right now, save yourself the trouble."

 

Doc held Red's gaze for another moment, then swept the rest of the group, before returning to meet Lysandra's eyes.  "For what it's worth, I, personally, think the direct route is probably the best choice as well.  Jackson's Crack is probably your best bet for shelter for the families, and we can resupply there.  Then we haul ass with Tia and one or two of your fastest vehicles, and get you to Athens Station.  If we barrel through quick enough, we can probably bypass most threats, and, other than having the horrendous bad luck to run into a Kaiju, Tia can handle most any other threat we run across...at least in a running battle." 

 

He shrugged.  "But that's not solely my choice.  We Tankers are a democracy, after all."

 

Glancing at the Greenwooders map, Doc nodded appreciatively.  "Nice bit o' history you got there.  Almost as good as Tanya's logs and charts." he smiled at his commander, giving the woman a respectful nod before returning his attention to the map.  "I know a bit about some of the local players and routes.  The...pack, I used to run with, occasionally had dealings in the area."  A dark look swept through his eyes, but Doc quickly suppressed it, then rapidly continued.  "I remember some stories about the local players, especially the Knights.  Plus, some of the...erm...bolder members would, on occasion, brave the Primeval areas..."for sport", and the few that made it back passed on their knowledge.  Granted," he shrugged, "some of it's a bit out of date, but it should still be enough to give a general idea of what's out there."

 

Leaning forward, Doc jerked his head towards the map.  "First of all, there's the 'safe' route, by way of the Tinker's Express..." The healer spoke about all he knew, about each of the routes, and their potential pros and cons.  As he ever did, Doc was able to draw in his audience with his earnest manner and long practiced storytelling skills.  At one point, he caught sight of Tanya paying especially close attention to Jana and Lysandra, and noted the two with their heads close together.  Raising an eyebrow in query, Doc got the sense that Tanya wanted to talk to one, or possibly both of them.  Giving his commander a small nod, Doc doubled his efforts to keep the attention of the refugees focused on himself and the other tankers who chose to share their own stories.  Hopefully, it would give Tanya the time and opportunity to ask the Greenwood leader whatever question was burning in the Tia's commander's mind.

 


OOC Stuff

As stated in the Discord, Doc is going to try to Aid Another (+2 on the applicable skill check) on a Diplomacy check for Tanya.  If Tanya goes with the Bluff or Intimidate option, Doc wont really be able to assist on those.  🙂

 

Doc as able to hit all the relevant Knowledge checks, and so is able to share all the cited info in the OOC spoilers from Pax's latest post.

_________________________________________________________________________

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)
Link to comment
Share on other sites

 

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

Tanya takes a place near Lysandra, and watches the people nearby, waiting for a moment when they are focused on Doc’s discourse about the route they should follow. Then she steps close to the townsfolk’s leader and whispers, “Can we talk privately? There’s something we need to discuss.”

 

Lysandra eyes her for a second, then gives a shallow nod. The two women step away from the group, outside anyone’s hearing range, and Lysandra waits for Tanya to speak.

 

Tanya considers what might be the best approach. “We’re going to help you -- I hope that’s obvious at this point. It’s just a matter of choosing the best route, and Doc knows the territory best. But... I overheard Jana ask you if you thought the raiders knew about something, but she trailed off before she said anything specific. Something to do with that buggy over there?" She nods surreptitiously in the direction of the vehicle she had seen Jana look at earlier. "If there is anything going on that might affect what dangers we face, I need to know, and need to be free to share with the Crew anything they need to know. So, what is it that Jana wonders might have brought the raiders down on Greenwood?”

OOC (none)

 

 

Mechanics

Diplomacy check to persuade Lysandra to talk (see rolls 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

 

 

 

 

 

 

Link to comment
Share on other sites

Packer ‘The Stump’ Green 

spacer.pngPacker’s eyes are all that move to follow Tanya as she and Lysandra step away. Giving them their privacy, Packer focuses back in on Doc’s briefing on what lies ahead. Doc’s ‘stories’ were entertaining to listen to, and Packer had long adjusted to gleaning the tactical information from them. 
After Doc had listed out the choices, Packer gives his thoughts, “The longest path is the safest if we assume nothing goes wrong, but it is also the most likely to make us miss our rendezvous at Athens Station. If we follow the old Wastes rule that something always goes wrong, the longest path gives us less time to recover to even hope to reach Athens on time.” 
 

“The knights are, in my opinion, the most dangerous route of the three. I actually joined them for a time. One of the things I remember was a saying that, ‘The laws of honor are not written on a scroll, but engraved in the heart of any true knight.’ It sure sounded impressive and noble. Until you realized it just meant that their ‘rules’ for honor is basically decided by the highest ranking knight present. So if they don’t like the look of you, or if you just don’t grovel enough to them they can start challenging or threatening you over any little thing they like. Going the Knights route is just harassment that you pay for.”

 

“The last route is the riskiest, but if we take it we go in knowing what threats are around and can keep our head on a swivel. It is also the most attractive route with Jackson’s Crack there to provide materials for repairs and rearming. The Primeval can be a good source of rations along the way. Though I’d stick with any meat we would hunt there personally, some of those plants are meaner than me! The military installation is tempting though we would need to weigh that against the number of Infected there. Can’t really condone going through that way if Jackson’s Crack won’t take in the majority of the Greenwooders.”

 

“With all that taken into account, I’ll cast my vote for the direct route. Any route we take though, I’ll do my best to make sure trouble has to make it through me before landing on anyone else’s head.” Packer finishes solemnly.


 

OOC

Actions

None in particular.

Condition

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

AC: 34 (31 vs projectiles)

Currently Challenging: None

 

 

 

Link to comment
Share on other sites

Alex "Duende" Villagos

Fire!

spacer.pngAs the adults begin to gather for a meeting, Alex wanders closer and hovers nearby, still keeping an eye on the kids, but staying close enough to be in earshot of the group, continuing to poke around the remnants of the warehouse as he does so. That at least turns fruitful as he discovers an old robot tucked away in a storage box under a conveyor - it looked fully intact and functional, though of course he'd have to do some testing with it to be certain. Even if not, it would be a good source for parts, but if it was fully functional, he was sure Det, Martin, and he could find an interesting use for it in The Tank.

 

He continued to listen as their three potential routes were spelled out, and he knew pretty quickly which of the three he would choose. Using an old crate as a makeshift table, he set to tinkering with his new find while Doc launched into a series of stories relevant to their three routes. The grizzled veteran had been around a while and knew how to spin a good yarn, and while he didn't reveal any details Alex hadn't heard before, it was entertaining to listen to nonetheless.

 

When Packer spoke up, he could only nod his assent - the man had pretty said everything he was thinking about their situation. "Yep, I'm with Packer on this one," he spoke up, approaching the group. "There's no such thing as 'safe' in the wastelands, which means fast is usually better than not, especially when we know we've got a deadline. The Knights may seem safer on the surface, but dealing with them can be sketchy at best, and if things do go sideways, we're stuck in the middle of their territory. Jackson's Crack is probably our best shot at a relatively safe place for the bulk of the refugees, and like Doc, I've heard of a less-known and less-used path that's safer than most, if you can find it, which I'm confident we will. Quick and dirty gets my vote," he finished with a nod.

 

The old military base in Barrow Hills was on his mind, of course. The scrapper in him couldn't help but being curious, but he knew all too well that dealing with old military tech could be hazardous. Besides, they'd be on a mission and have innocent civilians with them, so it may not be prudent or possible to take the time for any scavenging anyway, but knowing they'd be that close, he couldn't help but get his hopes up at least a little bit.

 

 

 

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

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

Chemical Coating - Improved Tanglefoot Bag: 1 rounds

Starting Stance: Duelist/Long Cuts/Debilitating Injuries

Starting sequence: 5


COMBAT ACTIONS: Duende

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

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

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

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

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

Swift: Perception (observe refugee using Wayfair)

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

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

 

(See OGMW rolls thread for rolls)

 


ACTION ECONOMY - Round 6

     Free Action:

     Immediate Action: -

     Swift Action: Perception

     Move Action: Executioner (finisher)

     Standard Action: Deadly Shot (link)

     Full Round Action: -

     5 Foot Step: -

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

Rifle rounds: 6/6

 

General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

 


NOTABLE SKILLS/SKILL CHECKS

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

     Perception: Base +22

 


SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision

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

     Sense Motive: +10

     Stealth: +25

 


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

  • Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
  • War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
    •      Black: +7 Competence Bonus to Stealth
    •      Yellow: +7 Competence Bonus to Perception

 


DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

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

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

 


CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

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

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

Current Temp Hit Points: 35/50

Primary Martial Focus: Yes

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

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

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

Current CMB: 11 (6 BAB + 5 DEX)

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

SAVES

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

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

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

Resistances: N/A

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

 


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

 


Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

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

5' Half damage

10' 3 damage

 


Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

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

 


Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

 


Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

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

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Equipment

 


Daily Carry Gear

Tank Key

    

 

 

 

   
   
Link to comment
Share on other sites

Sanctuary

Somewhere in the Wastes

 

Lysandra gave Tanya a searching look, holding her gaze for five seconds, then ten, before giving the Tank and the rest of the Crew a final sweep with her gaze. She nodded to herself quickly in decision, then spoke, "Figured you'd find out sooner or later. I was going to try and take some time to suss out just how much I can trust Tia's Tankers. Your reputation is golden, but you never know really. Swooping in and saving our assess, escorting us to safety, and sticking with us despite the changes... I think we can go ahead to the trusting part. Come with me." 

 

Lys walked with Tanya past the group as their discussion seemed to be narrowing on a course of action. Nile looked at her with a quizzical expression. "What're you up to, Lys?"

 

"Gonna show 'em Bob." 

 

Nile didn't answer, but simply gave his own quick scan of the group, followed by tilt of his head and shrug of his shoulders. 

 

"Your people are welcome to come see as well," Lysandra said to Tanya, as the two women kept walking and were soon approaching the buggy. She circled around the the backside of the vehicle. The rear was facing away from the collected refugees, and there were no prying eyes behind them. It wasn't a great deal of secrecy, but it was out of line-of-sight. The rear of the vehicle had a large compartment of solid steel, atop which was hung a spare tire. Lysandra began unhooking the tire and unlocking the hatch, and started narrating as she did so.

 

"I have an uncle, though he's only about 10 years older than me so he's felt like a cousin or brother at times. Smart guy. Like, real smart. He spent a lot of time when he was younger wandering and learning, finding things left over by the old civilization. Knowledge, lore, science, those were what he coveted most. He became particularly keen on biology. Learning as much as he could about what they knew from the Before, and researching or discovering everything he could about everything that's... well... new. The monsters. The infected. Dinos, bugs, primals, kaiju, all of it. And plants. He got really obsessed for a while with plants. You know all those zones that are blighted? Where strange plants grow, and spread invasively? Wherever they start growing, the soil's no good anymore, and our crops usually die out quick. About ten years ago, my Uncle dug deep into that. He experimented, spliced, and bred new plants for months. He wrote up a ton of notes, told me and a few others a system and whole plan for breeding experiments, trained us in some basics he'd picked up. Then he up and left, and he hasn't been back to Greenwood for a decade. But we carried on with his plan. We grew generations of special plants, and started experimenting with a certain kind of grub we found in the blight. There was a whole lot of trial and error. Then, finally, this..."

 

Limage.jpeg.c1c48c3fbbabdcbbfe41cdec0a72ab85.jpegysandra finished unlatching the compartment, and swung the solid doors open. Inside was a heft cylindrical container, which whirred with the noise of a ventilation system, and a small panel blinked with low-tech lights. The middle of the container appeared to be comprised of thick glass, and inside that glass grew a peaceful little plant. It had a long stem and leafy branches, and if one looked closely, they could see small brightly colored flowers starting grow off the very top. Brightly colored flowers with strange shapes and patterns. 

 

"This is Bob," Lysandra announced, with clear pride. "He is a hybrid species. Partially a blight rooter, and part... uh... humble potato. There is a nice tasty tuber growing down at the bottom there under that soil. Bob is one of just a few siblings that we actually got to grow within a growth of blight roots. Not just in blighted soil, but next to some of those otherwordly plants as well. This is huge for people trying their best to farm in a world where we keep losing fertile soil and good planting ground every single year. Humanity is trying to come back from whatever it was that happened a hundred years ago, but we can't if we're slowly starving out."

 

The woman took a moment, as anyone assembled looked at the little plant in the container. Her voice had risen passionately, but when she spoke next she'd gone back to a measured, rational tone, "So why do I need to get Bob here on a train? I want to take him to see my Uncle. You see, we never saw him again, but every so often we hear from him. Maybe once a year, a letter makes it back and forth across the wastes, and we can talk. He made it far out to the west, all the way to the coast, and he discovered what he'd heard rumors of, and what he'd been searching for. An incredible place of learning, set up in what they used to call a 'university' back in the Before. People of learning had gathered in one once again, to share knowledge and keep learning about our world. At least that's what his letters say. He's kept up his research, and is making new discoveries."

 

"Meanwhile, we succeeded at what we worked on, but we're still a little in the dark here. I know what I've got, but I don't completely know why. I'm not sure how easy it would be to do it again, or reproduce the results in other kinds of plants. I don't know the science. So I need to get this to my uncle. He'll know what's going on with it, he'll know how use the results to expand to something better." Lysandra nodded with resolve. "We have a few things we're trying to transport. Bob here is the most important, and actual live specimen. We also have a few of these alien potatoes and flowers frozen in this box here," she patted another piece of technology crammed in next to Bob's container, which the engineers could definitely make out to be a basic refrigeration box. "Both of these need power to keep, and that is tenuous for this long of a journey. So I have another backup."

 

She pulled out a small leather pouch, giving it a little shake. It rattled quietly. "A bunch of dried seeds. I have some, Jana does, and Nile too. Backup plan if we loose our good specimens. In fact, I might even give your Crew some of these for safe keeping, if you don't mind."

 

Lysandra slid the platform holding Bob back into the buggy, and began closing the hatch again. "Now, as to your question on if those raiders could have been after this. Honestly, I don't know. Everyone in Greenwood knows and takes pride in the quality of our crops. Some of that is just good farming knowledge. Some is, I believe, the effects of our experiments and our custodianship and enhancement of our soil. A much smaller number know about the experiments; about Bob and our hybrid plants, and especially what it could mean. This knowledge is potentially very valuable. But I don't know if a group of raiders like the Disciples would have come after us over it. They seemed to just want to raid and take everything, not take something specific. And they aren't exactly scientifically inclined. Still, did someone who knew our secret blab to the wrong set of ears? It's possible."

 

"So now you know. I don't expect this changes much, but maybe my own sense of urgency makes sense. I simply don't know how long Bob will stay alive in his little house there. Nor how well out frozen specimens will last for a long trip. The shorter I can make it, the better our chances." 

 

 

OOC / MECHANICS

OOC

And that was a big infodump! Sorry if there are some bad typos up there, I'm just posting this before proofing since I'm running out of time for tonight.

 


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. Including...Tina, a 5-year old girl
      Drew, a middle aged man
    • 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
    • RedA big man with mutton chops, and eponymous red hair. He is seems to have little filter, saying what's on his mind. Tends to rub some people the wrong way. But he cares for the folks under his charge.
    • Driver and another 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

 

 

 

 

 

 

Link to comment
Share on other sites

  

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

"So., you made a blight-tato? Martin asked, staring down at Bob. "How does it taste, and how good is it for you? I mean, I get it, food is really important, and we could definitely use more good food stuffs. But I'm not sure that the Disciples would be lured in by a new fancy potato over old over normal potatoes." He added, thinking over the use cases for blight grown crops. He knew that food alone could pull in raider groups. He had been a slave to one such group and they had cut slave rations whenever their stockpile got even a little low. On the other hand, he had been with Tia for years now, and while food was not always good, it was almost always there. "As far as your ice box there.., I think the battery in the raider's truck there is still good. And I could probably put together something to charge it. The alternator would be a good place to start., Maybe some jumper cables too.., Anyway, we could get it set up as a secondary power source for Bob here. Should help you get it to your uncle in good condition." Looking back over the truck in question, and then over to the bus, he nodded and added, "If we are going to take this trip through the Primeval, then I'd want a day or two. Give us a chance to put together a few useful things before we run it. And we'd still be ahead of the other two routes timing wise."

 

 

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

 

 

Link to comment
Share on other sites

 

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

Tanya’s eyes grew wide as she realized what the existence of Bob implied. “Martin, I don’t think it matters much how good it tastes – they can grow something useful in the blight! How much blight have we bypassed? How much more useful territory can people start to claim if they can actually grow edible plants there? Plus, I suspect Bob is just the beginning.”

 

She saluted Lysandra. With admiration and enthusiasm in her voice, she said, “We’ll get you to the train, ma’am, and I think likely by the fastest route. We’ll take a formal vote shortly.”

 

You’re not in charge?” Nile asked, mild surprise in his voice.

 

In battle there has to be someone in charge, coordinating things, but outside of it we’re a democracy. Tia’s Tankers started as a military unit, but after things fell apart the only thing keeping a crew together is shared commitment to a mission, mutual respect, and camaraderie. Anybody can walk away at any time. So for the big decisions, when there’s no big hurry, we talk things over and vote.”

 

She looked at the nearby Crew, and took note of who was elsewhere in the huge building. “Let’s get the Crew together and take a formal vote: which path should we follow?”

OOC

I pictured the Crew gathering at the tank to formally vote. Tia favours the fastest route.

 

Mechanics (none)

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

 

 

 

 

 

 

 

Link to comment
Share on other sites

        Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png"Doc! You're gonna wanna see this!" Det calls out as soon as it is explained what the plant is, her excited voice echoing painfully loud to the settlers nearby. The crew, of course, are used to such calls; it's hard to hear when Tia's going full-bore, so uncommonly loud yells are the norm. The rest of Lysandra's story is tuned out as Det pokes and prods at the unit supporting the plant, before she pops off a cover and leans inside, examining the internals. "Usual wear and tear in here, maybe a bit more banged-up thanks to the scuffle. Nothin' else happens, it'd last to Athena Station, with some regular love. We run into anythin' nasty, though... I'll reinforce the jeep and the unit, just in case. Might even be worth havin' either me or Martin babysit the thing the whole trip." 

 

At the mention of the Disciples, Det pops out briefly to add "Disciples don't grow food; they steal it. Greenwood grew food, they hit it. Simple as that," before returning to her tinkering. 

 


Show Mechanics

OOC commentary

 

 

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)

Link to comment
Share on other sites

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

Martin shrugged at Tanya's reply. "Oh, I agree, getting anything edible to grow out in the Blight is huge deal. But, if Bob tastes alike ash and sulfur, and doesn't give you anything worth eating for, then it's not exactly the achievement it sounds like. I mean, I've had enough dusty, charcoal 'food' that no one else would eat back when I was getting this that I would hope for something more, especially if it was a paid meal." He added, tapping the slave brand on his forehead. Looking around for a moment, he seemed to forget that they had outsiders with them for this little get together. After a moment, he glanced away, towards Bod and his carrying case, before changing the subject. "So, umm., this case here, did you guys make it or find it? It looks sealed, filters in the ventilation system I presume? I would assume a controlled atmosphere and temperature, probably radiation protection built in, maybe one of those greenhouse lights?" He added, looking over the device.

 

 

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

 

 

Link to comment
Share on other sites

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 glanced over at the rest of the Crew when they started to gather.  Nodding to Det to let the engineer know he'd seen her wave, Doc quickly wrapped up his story.  Gently, he lifted the little girl in his arms and handed her off to her father.  He looked around at the crowd and spoke softly.  "Sorry, gotta go speak with the rest of the crew. There are decisions to be made, and I need to be part of them.  But if anyone needs anything, medical wise, y'all just come get me, hear?"  With a gentle smile, Doc rose to his feet and made his way over to the rest of the group gathered around Lysandra.

 

Coming around the back of the vehicle, Doc stopped dead in his tracks.  "Mother of God!" he breathed.  "That's a Before Time biopod."  He spotted Det, already moving forward, and grinned wryly as the woman immediately began to poke and prod the guts of the thing.  Moving up to stand beside her, Doc pressed a few buttons on the control panel, calling up a listing of the plant's current conditions.  He listened with half an ear to the Greenwood leader's explanation, nodding along at various salient points, all the while, never taking his eyes off the miracle in front of him.

 

When Lysandra finally wound down her story, Doc nodded, glancing at the rest of the group for just a moment, before returning his gaze to Bob.  His voice, when he spoke, was soft and reverent.  "You cant even imagine what this could mean to...well...all of us!"  He gestured around at the Waste outside the walls of the warehouse.  "Every year, the Blight spreads, killing more and more of our soil, driving us closer and closer to extinction.  And, it's not just plants, you know...My old Master, he was a real scientist, he studied the same thing, only it was aimed at animals."  He nodded to Lysandra.  "The Blight is killing off species left and right, driving them out of their habitats...literally turning them deadly to normal wildlife...and replacing them with tainted monsters.  Everything about the Blight is harmful to native species."

 

Reaching into one of the many pouches that were hung from the many straps criss-crossed over his body, Doc pulls out a couple of glass phials.  One held a few grams of deep purple dust, and the other, several bright, lime green crystals.  "My old Master, he distilled these from various Blight plants. Said he'd never seen, or even heard of anything like them.  And he had access to Before Time texts." Doc grinned, a death's head rictus, "They're utterly inimical to normal fauna, including humans.  And it's getting worse all the time.  Noone, except in the most extreme circumstances, has ever been able to significantly drive back a Blight infestation."  He shook his head.  "Sure, occasionally some group will be able to halt the spread, in a small area, for a time, but no matter what we do, it just keeps spreading."

 

Turning back to Bob's container, Doc pointed at the plant.  "But this...if food can be safely grown in Blighted soil.  If...Lord willing...it could somehow be adapted to push Blight back...it would mean that humanity would have a fighting chance to take our world back."

 

Sweeping his gaze around to the rest of the Crew, Doc couldn't help but smile.  It was grim, and there was an element of genuine sadness, not to mention anger, in it, but it was still a real smile.  "Lysandra, no matter what happens, I am 100% committed to helping you reach that train.  I would never presume to speak for the rest of the Crew, but, for myself, I swear to you, on my life and honour, to do everything I can to help you complete this mission."

 

Having said his peace, Doc once more returned his attention to the botanical miracle that was Bob, half paying attention to Det and what she was doing, and the rest of his attention focused on the continuous scroll of information currently reeling off on the small screen of the biounit's control panel.

 


OOC Stuff

Catching up.  Sorry for taking so long.  🙂

 

Will post more in the Discord about plans for crafting.

_________________________________________________________________________

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

 

 

 

____________________________________________________________________________

Downtime Crafting

 

Doc will create the following Alchemical Items during the group's crafting time.

 

For the Greenwooders: Doc will spend 2 hours making Stable Panacea Formulae and another 4 hours making Stable Salve Formulae.  He can create 4 Stable Formulae per hour, so the net result is 8 Panacae and 16 Salve. 

  • The Panacea (DC 40) will cure the following conditions: Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.
  • The Salve will heal 3d6+52HP, and any HP over the maximum become Temp HP that last for 6 hours.

 

This will cost Doc 360 GP and the Greenwooders 360 GP (Cost per Dose is 60GP; 1/2 for crafting is 30GP; split between Doc and Greenwooders 50/50. Actual resale value (if it becomes an issue) is 120GP, due to Profitable quality of Alchemical Lab)

 

tl;dr: 8 Panacea; 16 Salve for Greenwooders; 'cost' to Greenwooders 360GP

 

For Doc/The Crew:  Doc will use one of the remaining two hours to create 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All are the Improved Alchemy versions, created at DC 55).  Effects are as follows:

  • Acid Flasks: 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
  • Liquid Ice: 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)
  • Sneezing Powder: 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
  • Tanglefoot Bag: 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

Doc will use his last hour of crafting time to make 4 Delayed Fireballs. Creation DC 55. Effects as follows:

  • Can be lit/thrown into any square w/in 60' that is unoccupied and can support an object, no attack roll needed
  • 1d3 rounds after being thrown, the delayed fireball detonates, dealing 5d6 bludgeoning and 5d6 fire damage in a 20 feet burst. A DC 16 Reflex save halves this damage.

This costs Doc an additional 360 GP

 

tl;dr: Doc creates 8 each of Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag (All Improved Variety); and 4 Delayed Fireballs

 

Doc does not need to roll for creating any of these Formulae. He can (and is) Taking 10 on all 'rolls', and with his various bonuses that allows him to hit DC 55 (56 technically).

 

 

Edited by Arklytte (see edit history)
Link to comment
Share on other sites

√ó
√ó
  • Create New...