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PigLickJF

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  1. Alex "Duende" Villagos Fire! Alex whistled softly as Jana finally reveals the truth of their special cargo and purpose for needing to catch the train. He'd been lucky enough never to know true starvation in his life, but he and his band had definitely known some lean times, and they'd visited more than their share of settlements were true famine had reared its ugly head. Being able to grow edible food in blighted land would be a game changer, and it all suddenly made sense why they'd sought out The Tank to help them - this was a very important undertaking. It also made him even more sure their choice of the shortest path made the most sense. If they didn't catch the train, there was no telling when the next one would be, and anything could happen in the meantime.   As they continued to chat and plan, Alex wandered through the warehouse inspecting the caravan's vehicles. They couldn't afford to be slowed down by mechanical problems or equipment malfunctions, so as he went he took mental notes of the vehicles most in need of repair or viable for tweaking to improve their sturdiness and reliability, forming a sort of triage list in his mind. They didn't have much time and it was unlikely he'd have time to get to everything, but he'd do what he could. He could work through most of the night, as well - he'd never needed nearly as much sleep as most folk, a couple hours a night were fine - so as soon as he'd finished his circuit, he gathered up his tools and supplies and after a quick chat with the rest of the Crew to tell them his plans, he set to work.           OOC Stuff To start off, I'll do a Knowledge: Engineering check to assess the vehicles to determine the most in need/most improvable, then a Craft: Mechanical check to see how well I manage to fix/improve it, and we can go from there if there are additional jobs I have time for. Or, if the group feels it's better, I can help Martin, Det, etc. with a bigger job if they need a hand.   As I mentioned, I have Quick Rest (Origin Sphere) which means I only need 2 hours of sleep a night, so I should be able to fit in a few more hours of work than most others.   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                   
  2. Just to chime in, I definitely agree with Neo and the others about the separating lines between topics, and I do prefer the book thread markers to the generic circles. I also agree that 2 & 3 just feel a bit generic and "blah", but I do like Tuxagon's mock-up of the default theme without background textures. I would be curious to see one with the background texture only on the darker/outer "base layer" background - it might still add a bit of character without seeming too dated.   If I had to choose strictly between the three as presented, though, I'd go with #1.
  3. Heh, I figured as much . Let's all hope you win the lottery or something then, I guess. 😉   Yah, that would be great, I don't see much need to go the other direction anyway. I'm not even sure Table>CLI is really necessary since they're basically the same thing, but GUI>CLI and GUI>Table would be nice.
  4. Looking good Eric.   I just have a couple thoughts/questions that haven't already been mentioned: CLI/table modes - would it be possible/feasible to have an Intellisense-type feedback mechanism of some sort built into these? That would keep it stripped-down but still give the user some immediate help when inputting roll code. I'm sure that's probably a lot of extra work if it can even be done, but it would be pretty awesome. Would it be possible to add a button that feeds the GUI-mode rolls into the CLI instead of rolling them? It would be a good learning tool, and it would also be helpful if you mostly use CLI mode but have one or a few rolls that are a bit more complex and you're having trouble with the code in CLI - you could just hop over to GUI mode, input your roll, then move it over to the CLI so you can finish the rest of your rolls. Sheetrolls: I don't use these on OGMW, but they're pretty cool and I can see how they'd be a nice feature, however, it seems like there should be a spot for each roll for a modifier (i.e. bonus/penalty) since anything that's temporary wouldn't be on your character sheet.  
  5. Alex "Duende" Villagos Fire! As 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                   
  6. Alex "Duende" Villagos Fire! When 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                   
  7. Yep, looks much better now, thanks as always!   Is there any way to fix the other issue that Ryfte mentioned about the actual usable area not resizing when you resize the source editor window?  
  8. Are there plans to carry it through to dark themes? For me at least, even in Night theme the source window is white background with grayish text, so still not great visibility.   Edit: Just tested with all three dark themes, all are the same - Source editor is a white (or whitish) background with grayish text.
  9. Alex "Duende" Villagos Fire! "GRENADE!" Alex shouts as he watches the device sail towards them. He quickly rolls away from it, using the various protrusions of the tank as partial cover from the explosion. He's still grazed by several of the fragments, but nothing to be concerned about. In return, he levels his rifle at the zealot and fires back, landing a sold shot to the man's mid-section.  As the last immediate threat, if he were taken care of, they could see to helping the unfortunate refugees in the jeep.   With a quick glance back at the rest of the refugees, Alex spots one of them using Wayfair to communicate. Even at this distance, his keen eyes had no trouble picking up the signals. Unsure if anyone had caught it, he relayed the message.   "Did you catch that Tanya? Refugee signalling high danger and no stragglers from the town, and for us to follow them," he says, before turning his attention back to their more immediate surroundings to determine the next best move. If the larger force were coming for them, as it appeared they were, they didn't have much time, but luckily the jeep was nearby and there were no other friendlies in need of aid. Of course he wouldn't put it past Doc to check on some of the downed raiders as well, but he knew the man was pragmatic enough to only spend as much time as they could safely spare trying to mend their enemies.     OOC Stuff (None)     Combat Mechanics TEMPORARY EFFECTS Thermal vision (ignore concealment from smoke, dust, etc.): 4 rounds Chemical Coating - Improved Tanglefoot Bag: 1 rounds Starting Stance: Duelist/Long Cuts/Debilitating Injuries Starting sequence: 5 COMBAT ACTIONS: Duende Move: Executioner (finisher - threatens crit on next attack roll this round). Standard: Deadly Shot (1 snipe - Pinning Shot) w/ Vital Strike & Deadly Aim (expending MF to add 2d6 damage), aiming at Trike 1 Zealot on the ground near the tank If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot) He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27). He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries) Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +13 vs. touch AC; target scouted, so AC treated as 2 less Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 4 (Fierce shout) + 3 (bleed; Blooded strike) = 35 + 24 (crit) + 3 (bleed) + 6 (Deadly Shot) Swift: Perception (observe refugee using Wayfair)   COMBAT ACTIONS: Zuki Swift: Maintain/recenter Aggressive Flanking on tank Standard: Focusing Cry (Restoring MF to Duende & Doc)   (See OGMW rolls thread for rolls)   ACTION ECONOMY - Round 6      Free Action:      Immediate Action: -      Swift Action: Perception      Move Action: Executioner (finisher)      Standard Action: Deadly Shot (link)      Full Round Action: -      5 Foot Step: - Ending sequence: 1 link (+1 Attack & Damage) Rifle rounds: 6/6   General Info   OFF-TURN/CONTINGENT ACTIONS      STUFF GOES HERE   NOTABLE SKILLS/SKILL CHECKS      Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15      Perception: Base +22   SENSES      Low Light Vision      Can see 10' in Smoke, Fog, etc      Darkvision      Perception: +21 (+1/60' Range Increment)      Sense Motive: +10      Stealth: +25   DAILY ACTIONS/LONG TERM BUFFS These abilities are activated at the beginning of each day, or when they expire. Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon) War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)      Black: +7 Competence Bonus to Stealth      Yellow: +7 Competence Bonus to Perception   DAILY TEAM BUFFS      Maintenance: Improved Firearm (Heavy Sniper Rifle x2) Railgun: x3 range increment of firearm (540'). Can fire underwater.     Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later   CONSTANT EFFECTS/STATBLOCK Current Run Speed: 60 (60 Base) Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle) Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual) Current Temp Hit Points: 35/50 Primary Martial Focus: Yes Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) ) Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current CMB: 11 (6 BAB + 5 DEX) Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) SAVES      FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)      REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)      WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience) Resistances: N/A   Alchemy   Formulae (# Carried) Can have 5 Formulae 'active' at one time.   Save DC: 19 (Unless otherwise specified) Attack Mod: +11 vs Touch (Splash) Range Increment: 25'   Improved Liquid Ice (2/2) AoE Cold Damage + Stagger Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round 5' Half damage 10' 3 damage   Chemical Coating: Improved Liquid Ice (1/1) Cold Damage + Stagger Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round   Improved Tanglefoot Bag (1/1) AoE Sticks targets in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor      STR Chk or 20HP Slashing dmg to remove           Half speed for 3d4 rounds      5' radius   Chemical Coating: Improved Tanglefoot Bag (0/1) Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor      STR Chk or 20HP Slashing dmg to remove           Half speed for 3d4 rounds Equipment   Daily Carry Gear Tank Key                   
  10. I actually discovered recently that, on desktop at least, if you hover over the "Roll" column in the dice tower, it does show the individual rolls. Since you can't hover on mobile it's not possible there though, so there will have to be a change to make that possible at least.
  11. I've found that if you go into the source and just remove the size/percentages completely, it "smartly" auto-adjusts the column widths based on the content, and although I haven't tested it extensively on different sizes/resolutions, it seems to work pretty well. Of course that may or may not be desirable depending on what you're trying to do, but for what I was doing with it I really liked the way it works.   As far as a default setting though, I don't know if a "blank" size would be desirable (if it's even possible) because people typically expect column widths to be fixed in a table.
  12. Alex "Duende" Villagos Fire! Heartened to the raiders beginning to break, Duende doesn't let himself get distracted. It was mostly cleanup duty for this group, but they were far from out of this, and the sooner they finished off this immediate threat the sooner they would be able to begin to figure out how they were going to deal with the rest that were still threatening the settlement. While he made a quick assessment, Zuki's processors continued to churn away at the battlefield data, switching gears a bit from assessing efficiency and focus to finishing off the leftovers more quickly. Calculating likely weak points and especially vulnerable points on each target, it transmitted this data to the crew to help them maximize their damage.   Of the raiders remaining, the one on top of the jeep was still likely the most immediate threat to any settlers, and so he became Duende's next target. He took one quick moment to top off his magazine then, leaving his rifle's settings the same as his previous shot, took his next, hoping he would finish off this raider as quickly and cleanly as he had his partner. Unfortunately, this shot was not placed quite as well, but he hoped it would be enough to get the job done.     OOC Stuff (None)     Combat Mechanics TEMPORARY EFFECTS Thermal vision (ignore concealment from smoke, dust, etc.): 5 rounds Chemical Coating - Improved Tanglefoot Bag: 2 rounds Starting Stance: Duelist/Long Cuts/Debilitating Injuries Starting sequence: 3 COMBAT ACTIONS: Zuki Swift: Maintain/recenter Aggressive Flanking on tank Standard: Fierce Shout (Warleader -  +4 damage to first attack each round for 2 rounds to all affected)   COMBAT ACTIONS: Duende Swift: Deliberate Load (link) Free/Non-action: Knowledge (local) to re-scout raider for Find Gap Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on the passenger side of jeep roof (link if damage done) If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot) He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27). He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire). He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries) Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +17 vs. touch AC; target scouted, so AC treated as 2 less Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 2 (sequence) + 4 (Fierce shout) + 3 (bleed; Blooded strike) + 3d6 (razorwire) = 32 +  3 (bleed)  + 4 (Fierce Shout) + 11 (razorwire)   (See OGMW rolls thread for rolls)   ACTION ECONOMY - Round 5      Free Action:      Immediate Action: -      Swift Action: Deliberate Load (link)      Move Action: -      Standard Action: -      Full Round Action: Deadly Shot (Link)      5 Foot Step: - Ending sequence: 5 links (+2 Attack & Damage) Rifle rounds: 5/6   General Info   OFF-TURN/CONTINGENT ACTIONS      STUFF GOES HERE   NOTABLE SKILLS/SKILL CHECKS      Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15      Perception: Base +22   SENSES      Low Light Vision      Can see 10' in Smoke, Fog, etc      Darkvision      Perception: +21 (+1/60' Range Increment)      Sense Motive: +10      Stealth: +25   DAILY ACTIONS/LONG TERM BUFFS These abilities are activated at the beginning of each day, or when they expire. Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon) War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)      Black: +7 Competence Bonus to Stealth      Yellow: +7 Competence Bonus to Perception   DAILY TEAM BUFFS      Maintenance: Improved Firearm (Heavy Sniper Rifle x2) Railgun: x3 range increment of firearm (540'). Can fire underwater.     Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later   CONSTANT EFFECTS/STATBLOCK Current Run Speed: 60 (60 Base) Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle) Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual) Current Temp Hit Points: 43/50 Primary Martial Focus: Yes Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) ) Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current CMB: 11 (6 BAB + 5 DEX) Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) SAVES      FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)      REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)      WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience) Resistances: N/A   Alchemy   Formulae (# Carried) Can have 5 Formulae 'active' at one time.   Save DC: 19 (Unless otherwise specified) Attack Mod: +11 vs Touch (Splash) Range Increment: 25'   Improved Liquid Ice (2/2) AoE Cold Damage + Stagger Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round 5' Half damage 10' 3 damage   Chemical Coating: Improved Liquid Ice (1/1) Cold Damage + Stagger Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round   Improved Tanglefoot Bag (1/1) AoE Sticks targets in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor      STR Chk or 20HP Slashing dmg to remove           Half speed for 3d4 rounds      5' radius   Chemical Coating: Improved Tanglefoot Bag (0/1) Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor      STR Chk or 20HP Slashing dmg to remove           Half speed for 3d4 rounds Equipment   Daily Carry Gear Tank Key                   
  13. Agreed, they look good in all the themes where they've been changed. Definitely like this better than the eye icon.
  14. I'm not a fan of the thick yellow bottom, and I think the shadow could be toned down, or even dropped. 
  15. Alex "Duende" Villagos Fire! "Raider on the tank!," Alex called out unhelpfully. He reacted quickly to the suicidal man's attack though, ducking into the tank to avoid the worst of the blast. Even without Doc's fortifying brews it would have only singed him, but with them coursing through his veins he barely felt it as the flames washed over him. He immediately popped back up and unsurprisingly found Packer there dealing with the threat.   With the raider on the tank taken care of and Det taking out the weapon of the raider in the livestock truck, Alex turned his sights back on the jeep. The two raiders on top had been slowed down by his last shots as he'd hoped, but he knew it wouldn't last long and the passengers of the jeep were still in big trouble. Quickly ejecting his spent magazine and popping in a new one, he made another quick adjustment to his rifle and took aim at the raider above the driver, hoping to finish him off for good. Taking an extra moment to aim, he fired, with a solid shot right to center mass. That should do the trick, and even if it didn't finish him off, it would likely at least leave him in a state of being unable to pose a threat as the sticky goo and barbed cabling wrapped around his limbs.     OOC Stuff (None)     Combat Mechanics TEMPORARY EFFECTS TEMPORARY EFFECTS Thermal vision (ignore concealment from smoke, dust, etc.): 6 rounds Chemical Coating - Improved Tanglefoot Bag: 3 rounds Starting Stance: Barrage/Close Combat Specialist Starting sequence: 1 COMBAT ACTIONS: Duende Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries Free: Reload rifle Free/Non-action: Knowledge (local) to re-scout raider for Find Gap Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on driver side of jeep roof (link if damage done) If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot) He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27). He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire). He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries) Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 1 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +16 vs. touch AC; target scouted, so AC treated as 2 less Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 1 (sequence) + 3d6 (razorwire) = 34 + 39 (crit!) + 9 (razorwire) + 3 bleed   (See OGMW rolls thread for rolls)   COMBAT ACTIONS: Zuki Swift: Maintain/recenter Aggressive Flanking on tank Standard: Total Defense to regain Martial Focus ACTION ECONOMY - Round 4      Free Action: Reload rifle      Immediate Action: -      Swift Action: Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries      Move Action: -      Standard Action: -      Full Round Action: Deadly Shot (Link)      5 Foot Step: - Ending sequence: 3 links (+1 Attack & Damage) Rifle rounds: 5/6   General Info   OFF-TURN/CONTINGENT ACTIONS      STUFF GOES HERE   NOTABLE SKILLS/SKILL CHECKS      Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15      Perception: Base +22   SENSES      Low Light Vision      Can see 10' in Smoke, Fog, etc      Darkvision      Perception: +21 (+1/60' Range Increment)      Sense Motive: +10      Stealth: +25   DAILY ACTIONS/LONG TERM BUFFS These abilities are activated at the beginning of each day, or when they expire. Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon) War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)      Black: +7 Competence Bonus to Stealth      Yellow: +7 Competence Bonus to Perception   DAILY TEAM BUFFS      Maintenance: Improved Firearm (Heavy Sniper Rifle x2) Railgun: x3 range increment of firearm (540'). Can fire underwater.     Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later   CONSTANT EFFECTS/STATBLOCK Current Run Speed: 60 (60 Base) Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle) Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual) Current Temp Hit Points: 43/50 Primary Martial Focus: Yes Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) ) Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current CMB: 11 (6 BAB + 5 DEX) Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) SAVES      FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)      REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)      WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience) Resistances: N/A   Alchemy   Formulae (# Carried) Can have 5 Formulae 'active' at one time.   Save DC: 19 (Unless otherwise specified) Attack Mod: +11 vs Touch (Splash) Range Increment: 25'   Improved Liquid Ice (2) AoE Cold Damage + Stagger Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round 5' Half damage 10' 3 damage   Chemical Coating: Improved Liquid Ice (1) Cold Damage + Stagger Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round   Improved Tanglefoot Bag (1) AoE Sticks targets in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor      STR Chk or 20HP Slashing dmg to remove           Half speed for 3d4 rounds      5' radius   Chemical Coating: Improved Tanglefoot Bag (1) Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor      STR Chk or 20HP Slashing dmg to remove           Half speed for 3d4 rounds Equipment   Daily Carry Gear Tank Key                   
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