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Paxon

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  1. Mythic Advancement and Rebuild Notes Mythic Features MYTHIC TIER 1 HP Bonus: 8 (4 for each path) Ability Bonus: +2 Intelligence Mythic Feat: Extra Path Ability -> Mythic Sphere KnowledgeAs a free action, you may spend 1 mythic power to acquire any base sphere (or any talent from a sphere you already know) for one minute. If a talent gained with this ability normally allows you to expend martial focus or a spell point to make its effect persist, you may do so even if you lose access to this talent before spending the resource. You may not have more than one active effect lasting 1 hour or more created through this ability at any given time. Mythic Power: 7 (3 + 3xtier + 1 drawback) Gifted Path Mastery: Mythic Sphere Mastery - BarrageYou gain one (blitz) talent you do not already have and, as a free action, can expend one mythic power to transform any ammunition you are holding into a different type of ammunition (as long as the new ammunition is not more expensive than the old ammunition or composed of a different special material). For example, you could transform a slow burn arrowEoG into a splintering arrowEoG. This transformation reverts back in one round. If you have the Sniper sphere, you may expend one mythic power when making a barrage to apply a (snipe) talent you know to the first attack in your barrage. (Gain Distracting Shot (blitz)) Gifted Path Ability: Speed of ThoughtOnce per encounter, as an immediate action, you may expend your martial focus and one use of mythic power to take a full round of actions. You may only do this after an opponent has declared an action (such as making an attack or casting a spell) and cannot regain your martial focus during this turn of actions. Spheremaster Path Mastery: Mythic Sphere Mastery - TimeAs an immediate action, you may spend one mythic power to cast any (time) effect you know. You may apply any other talents you could normally use when using that talent. You may use this ability before resolving the previously announced action—for example, if an enemy attacks you, you could use this to activate the After Image talent to gain concealment against them. In addition, you may spend a point of mythic power when using alter time. If you do, targets affected by your Slow ability are denied their Dexterity bonus to AC for as long as they are Slowed and targets affected by your Haste ability gain an additional move action each round. Spheremaster Path Ability: Mythic Sphere Mastery - DestructionAs a free action, you may spend one mythic power and select a (blast type) talent you know that is part of a blast type group. For the next 24 hours, you have access to all talents from the blast type group the talent you selected belongs to. In addition to this effect, you also permanently gain two (blast shape) talents and can use those (blast shape) talents without paying their spell point cost three times per day. You may instead choose to designate one or two (blast shape) talents you already know for this reduced cost effect, replacing the reduction for one or both of the new blast shapes, respectively. (Gain Energy Strike, Energy Bomb)   Drawbacks Radiant Power Unfit for Power Qualities Flowing Power Boons Mythic Exemplar "Rebuild" Change-log Remove Feat: Extend Stance — Add Extra Magic Talent: Lingering Illusions Remove Feat: Master Alchemist – Add Extra Magic Talent: Instill Time [instill] Remove Feat: Improved Shadow Shield (surreal) — Add Extra Combat Talent: Wide Open (exploit) Remove Feat: Shadowy Slay (surreal) — Add Concentrated Splash Remove Rogue Talent: Shadow Tools (surreal) — Add Combat Trick: Exemplar (boast)  
  2. Devlin  Ah, the sea after a storm. So peaceful.    Devlin took in the panoramic vista for a few moments, enjoying the refreshed feeling inside him, ignoring the feeling of something bad having just happened. Storm? What storm? There was the explosion, but that wasn't...   Blaidd's rough voice brought his mind back into the reality of the situation. All the gears clicked into place and started turning and ticking like one of his clocks. The disaster with the portal. A catastrophic rupture in space, in time, in reality itself that only seemed to have ceased when it ran out of raw power to drive it. Theoretically at least. Devlin almost slipped into an overclocked mental state to run the calculations, but he held off. He opened his mouth to reply to Blaidd, but then closed it again. It would have been complete speculation, and plenty of verbal vomit as he worked through exactly what that was at the same time he tried to explain it.   Wait. What was going on? Devlin never missed a chance to condescendingly explain a complicated concept to someone, even -- no especially -- when he didn't fully understand it himself. Was he even himself anymore? He reached up and checked his hair. It was perfect. He looked down at his stylish coat, his gear, his cuffs, his cravat. Impeccable. It was like he was the best version of himself, and that was saying something. It must have related to this feeling inside him, the thrumming perfect note. It felt a little like when he shuffled timelines, finding the perfect chain of causality to accomplish a task. Except that was momentary, and this feeling was there this whole time, so far.   He opened his mouth again to explain, but Yukito beat him to it, in his own way. "Well put. I have my theories, but they can wait. I too want to hear what our little friend has to say. And also to see what is in this quaint little abode here..." Devlin, listening to the conversation, began sauntering toward the cabin.     OOC and Mechanics   Actions none OFF TURN Group Benefits     Current Momentum Pool: 31/31 Within 30' of Devlin (this is the light aura on him in Roll20), you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0 Conditions: - Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, which is all on the battlefield) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 75%ACTIVE Afterimage: 50%/75% Decoy: 50% until triggered INACTIVE (75% afterimage, and 50% defensive decoy)   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE     INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0] Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0] Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0] Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Academic Knowledge: +2 CMB, DCs against Beholder, 1 min Shadow Magic: Energy Strike, Invigorating Blast, 1 min Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +39+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS  |  Damage: 4d8+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +44+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS +1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1] [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2] [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Resources SP: 90/90  Shadow Pool: 5/5  MF: 2/2 Stamina Pool: 17/17  Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 248/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks Communication Sapphires: 19/20              
  3. Sanctuary Somewhere in the Wastes   "It tastes pretty much like a potato," Jana said in answer to Martin's initial wondering, "except... with peppercorns crushed on it? Kind of... spicy-tangy-bitter-earthy... but in a good way! To some of us. It's hard to describe really, it's not quite like anything else I've tasted. But mostly like a potato." Realizing she probably didn't put anyone's mind at ease, she gave a simple shrug.   Lysandra smiled, adding, "Yeah we tried a few of them. Some people liked the flavor, others found it too odd. No one died! Really no ill effects, as far as we can tell, but we haven't exactly done exhaustive testing. Sorry you can't try them, this is the only one we've got with us. The rest of our supplies are more conventional." She pointed a thumb over her shoulder to the trailer that had been hauled by one of the trucks. It was filled with foodstuffs for the travelers. Fresh crops, fruits and vegetables. Pickled and preserved foods in clay and glass jars. Dried and salted meats, and dried grains. Enough to feed the convoy for a while at least.    "Hey, what do you think you're..." Lys looked ready to swat Det's hand away as she popped a panel on Bob's pod. Some warning lights flashed, a vent hissed, but Det quickly showed she had things under control. Before she could give further instruction, Martin and Det were both manipulating and thoroughly assessing the device. Talking about maintenance and little improvements they could make. Asking Lys about babysitting the thing and questions about how it was built. "I suppose I'll let you two keep an eye on it, at the very least. I'm not sure I feel comfortable enough yet to let Bob ride with someone else, but we can certainly use your expertise to keep his house in good shape. To answer your question, we scavenged most of the casing, then need to do a lot of our own engineering. When we can, we'll let Bob get some fresh air and real sunlight. But to keep the plant safe and secure, there's a grow light and controlled environment in there, so it isn't exposed to too much toxic air and dust. We have no idea what it'll be exposed to on this journey, so we'll try to keep it as safe as we can."   Lysandra nodded to the crew as they gathered to discuss the best route to take, and their plan of action. She bowed her head to Doc as he reassured her of his committed assistance.    Plans were worked through, maps were consulted, options taken into account. The Crew decided on the most direct route, confident in their ability to handle the danger, and wanting to make the most haste. Lysandra and the leadership were grateful, thanking the Tankers for their assistance. They discussed timelines further, and came to a decision that leaving first thing in the morning would be the best balance of giving time for maintenance and reinforcement of the convoy, yet still moving quick enough to meet Lysandra's schedule.   The Greenwood leader made herself available to answer further question and have more discussion. The Crew got to work, maintaining the Tank, working on their own projects, and lending their hands, minds, and expertise to the refugees. The sounds of tools on metal filled the space for a while, as vehicles were worked on. Laughter and chatter also began to increase in frequency and volume, as the traveling company slowly started to turn to one another and open up, relieving some little part of the shock and stress of the morning.    OOC / MECHANICS OOC Back in action! Sorry for the long delay. Okay now is the time to post on what you're working on with your time. I'll interact as much as people want IC, and otherwise narrate what you're doing with 8 hours worth of work time, plus a few worth of downtime and enough left over for a full night rest.   There are a few of you that aren't doing any crafting. You can just plain socialize. I don't quite have bandwidth to spell out other tasks, but some of the things I'm thinking about would be using your diplomacy or performance skills to mediate disputes, console refugees, and otherwise generally boost morale of the whole group. Provide physical labor with ability checks. Patrol and make people feel safe. Etc. We've already discuss using crafting/engineering to shore up and enhance the convoy vehicles. I'll let you all come up with stuff.    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. Launcher: Launch 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              
  4. Devlin  As Devlin danced and dodged out of the way of the decimated Zyclops attacking him, he couldn't help but hear and see the presence of the pint-sized Beholder that had appeared near Nivel and zipped around and behind him.   "Tell me that is one of your illusions, Mist-walker! Because if it's not, I must have hit my head rather harder than I thought," Devlin shouted out amidst the chaos of battle.   He was keeping an eye on the portal, carefully judging it's rate of growth. <"The growth is accelerating at double the rate every five and three-eighths seconds. We must hurry, but we might be able to use that to entrap our big bulbous friend there if we time it right,"> he said over the mental link. He had also been monitoring the coordinated chatter of the other hunters, their shorthand dictation efficiently telling the others of intention. Monique was about to hit the vicinity with a blast of energy, and Devlin would time his move to immediately follow her strike.    And... there!   As his fellow scholar's magic reached out and crumpled the undead townie attacking him, Devlin turned and dashed north, going around Nivel and the strange little beholder, approaching to within a few long strides of the Cyclopses attacking Cal. The strange hunter was all but ignoring them as he focused on the Death Tyrant.   Devlin manipulated his chronograph as he moved, filling temporal fluids through the right channels, finding relevant proximal timelines to draw from. The Zyclops nearest Cal was turning it's head upon his approach. Devlin finished his manipulation, and the time-streams of himself and his nearby compatriots blurred ever-so-slightly. Phantom images of Cal, Nivel, Monique, and himself blurred into place, almost-but-not-quite superimposed over their respective hunters. The strange new motion attracted the Zyclops's attention, and Devlin used the minuscule distraction to whip a bomb in its direction with his left hand.   His right hand had been busy preparing his second and mush bigger strike. It was gripping the Holy Grenade he'd manifested seconds earlier, a divine symbol glowing on the surface of the orb. With a dextrous maneuver, he clicked a cartridge into place on the casing of the glass orb, a special preparation with a measure of mandrake root. Then putting maximum torque through his torso and shoulders, he launched it at the closer, larger, and much more martially appointed Zyclops.   He saw the future that hadn't yet come to pass flash before him. His first projectile gathering an electric charge as pushed against the boundaries of time, crashing into the first Zyclops with a pop and spark. The second orb was far more dramatic, sounding a high-pitched whine as it streaked across the distance with a golden trail behind it, then exploding with incredible discordant noise, and a chaotic double explosion of kinetic force and invigorating mana. OOC and Mechanics Actions Caper effects end. Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO) Free: Talky talk talk Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative) Move: Move 45' N and a bit east. Move > 10' and < half speed; regain Martial Focus Trigger afterimage, producing 3 images that would be targeted randomly be enemies Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy). Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect. Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round. Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01) Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1) Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45. Spend 2 Momentum for +15 damage Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology)  The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage. Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)   NEXT OFF TURN If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check. He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens. Group Benefits For 1 min, everyone gets +2 CMB and DCs vs Beholder Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds   Current Momentum Pool: 22/31 Within 30' of Devlin (this is the light aura on him in Roll20), you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 204/210  |  Temp HP: 77  |  Nonlethal damage: 6 + 49 portal damage (unhealable) Conditions: Shaken (-2 Attack/Skill/Saves) Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, which is all on the battlefield) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 75%ACTIVE Afterimage: 50%/75% Decoy: 50% until triggered INACTIVE (75% afterimage, and 50% defensive decoy)   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0] Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0] Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0] Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Academic Knowledge: +2 CMB, DCs against Beholder, 1 min Shadow Magic: Energy Strike, Invigorating Blast, 1 min     INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +39+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS  |  Damage: 4d8+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +44+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS +1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1] [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2] [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Resources SP: 80/90 (83 -> 80) Shadow Pool: 3/5  MF: 1/2 (1 regained, 1 spent) Stamina Pool: 7/17  Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 248/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks Communication Sapphires: 19/20            
  5. 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..."   Lysandra 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. Launcher: Launch 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            
  6. 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. Launcher: Launch 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          
  7. Sanctuary Somewhere in the Wastes   "This here is Matilda," answered the man, pride evident in his voice. He gave the big vehicle an affectionate pat. Up close, it looked even more of a ramshackle construction, though there was a clear method to the madness. From his knowledge of pictures and manuals of the old days, Martin recognized the original vehicle as what they once used as a kind of city bus. The silhouette was certainly evident from signs around old crumbling cities. This one had an assortment of steel plates with small slats bolted or welded over the windows, and mesh covering where the windshield would be. There was a rack up on top with a pile of various belongings, and a bolted on gun that Martin would be very surprised if it still worked. He then offered his meaty hand to Martin, "Nice to meet ya, Marty! Bus Driver Hank at your service, you can just call me Hank if ya want. And that old girl..." Hank looked over to Tia, appreciation clear on his face. "I seen 'er once before, when I were a young man. Can't believe she's still purring along. Had a few modifications done since then, I reckon, but she's still a beauty."   Listening to Martin's further questions, Hank nodded excitedly, then sadly. "Yeah, we're a little put-out right now, to put it mildly. Wouldn't mind the a little help from yourselves getting our machines tight 'n tuned. I did all the work myself on Matilda here, she's my vocation and my home both. Come on in, lemme show you!" He seemed to just assume Martin would come along, and lead the way through the man-height door into the vehicle, narrating and pointing out all of his little modifications as he went. The driver seat area was completely renovated, with a big comfortable seat that was well reinforced and surrounded by various mechanical and electronic gear. It was a bit untidy, like the whole vehicle, but serviceable where it counted. The front third of the bus looked almost original. Bench seats in various alignments with strong metal bars to hold onto, a big difference being metal grates and panels over what were presumably once glass windows along the side. "This area here still works as a bus. Gotta keep up with my moniker and all that, ya 'know? See I drive people around where they need to get. Family needs to take a trip over to Junkton for the weekly market? Ol' Hank can get you there safe 'n sound. Not as many passengers as these babies once brought around, so the rest of the bus used to be my living space. Had to make a few last minute modifications, on account of them raiders of course." Indeed, the middle third showed signs of being modified a number of times. Martin could pick out where shelving had been installed as well as appliances. Probably a little stove, water spout, radio, and other comforts. Most of that had been hastily ripped out, and some very rough benches and handholds put in. It was clearly a rush job, less than an hour of work, and if it was going to seat people for transportation in anything more than an emergency, it could use some shoring up. Beyond that, the back third of the bus seemed to be something of a bedroom. In fact there was an old ratty mattress strapped up against one wall. And again, the area where the frame was bolted down and any extra space was made into impromptu seating or standing handholds. Hank had clearly sacrificed whatever comfortable living arrangement he had to be able to fit the thirty-odd Greenwooders he'd brought out of town.   He was happy to keep chatting on about the modifications he'd done prior, and the new ones as well. By the time he'd run out of gas just a little bit, he finally prompted Martin, "I got 'er shored up pretty well, but I ain't no heavy armor expert like y'all. You got any advice on keeping folks in here safe and secure, o'l Hank is all ears."     Lysandra looked at her daughter with a warm smile as Tanya saluted her, and complimented her on her conduct. Then she nodded at the commander, and offered her hand. "Thanks to you and your crew again, Commander Brzinsky. You arrived just in time to get us all out of there, I don't know what we could have done agains those war machines of theirs. I'm just grateful you had a bigger, badder one."   "It was pretty badass, Ma. You see how that cannon blasted holes right through those dust-suckers?" Jana cut in, "It sure was loud in there though," She was indeed speaking at a slightly louder volume than was needed for the proximity.   "I saw it J." Lysandra answered. Then turning back to Tanya, "Why do those kind of maniacs decide to attack anyone, Commander? Food. Supplies. The thrill of killing and maiming." She turned her head and spat on the ground. "We'd heard about them roaming the area, but thought they were a ways off still. Made a few preparations in case we needed to scare away a smaller party. Then we started hearing their vehicles from over the hills in the early morning hours. So many, it sounded like storm coming, or maybe even a Kaiju. We told folks to start getting out of town, and many that could scattered in their own vehicles. A big group of us stayed behind to help the slower families get things together, collect valuable supplies, and prepare to defend the town if it came down to it. But when the their horde came over the horizon, we knew it was hopeless."   Lysandra took a moment, shuddering with some emotion she hadn't had much time to process. Then continued, "They sent over someone to 'negotiate.' Basically demanding more food than we even had, all our fuel, our crops, weapons, livestock, valuables. Might have even given all that over on the chance they'd take it and go, but they demanded a price in people too. Those are the sort of scum that takes 'converts' to join their ranks, or pretty much enslaves them if they aren't willing, which is most. Couldn't abide that sort of thing for our folk. So we told them where they could stick it, a few of us manned some guns, and we planned out exit. We did alright. Shot a few of them. Used a few barrels of gasoline for a big explosive surprise. And lured a few in while we made a break for it in two groups. I think the other group had enough of a lead, I sure hope so anyway. We ran into some extra trouble in our direction, and that's about when you showed up."   "You think they knew about..." Jana trailed off, but nodded her head significantly at the buggy, or probably what was stored in back.   Lysandra looked, considered, then answered, "I doubt it. Not many people are in the know, not even most in our town really. But you never know." Looking at Tanya again, expecting further inquiry, Lysandra went on, "We'll explain, as much as you need to or want to know anyway. I need to talk to my people and make sure we're on the same page..."   As if on cue, a man at the other end of the open area shouted, "Lys!" and beckoned her over.   "... give us a moment to talk, then bring your crew over. We still need your help, one way or another." She gave a small bow of her head, respect and apology contained in the gesture, and went of to go talk with the small group.   OOC / MECHANICS OOC Getting to know Hank a little bit. And glad Tanya got her character moment, filling in that journal, that was nice.    We're still having character moments as you want, and remember just go ahead and indicate you are joining the group Lysandra is with IC or OOC when ready to move on. Also go ahead and get your character tweaks going. Scene / NPCs Zon Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.        NPCS The Escapees from Greenwood Off-roader buggy Lysandra NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out. *Jana Bus 32 passengers, consisting of several families, including some children Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia. Truck with big fuel tank Driver and two passengers Hauler truck with trailer Driver and two passengers Truck with livestock pen  Driver and one passenger Cruiser Family of six Dirt Bike  TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana. Wounded from Jeep RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager. DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact. Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 42 (Reactive Armor)  Stress: 15 Engine Governor: EnabledTurn on/off as swift action. When Disabled, +15' speed, 10 stress per turn Crew Martial Focus: YES _______________________ Main Cannon PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments Speed Loader Round: No (loader or gunner may reload as move action)  30 Ammo Capacity Base Cannon Rounds: 18 AP Rounds: 2 HE Rounds: 2 Canister Rounds: 2 ________________________ Gadgets and Secondary Weapons Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses. Launcher: Launch 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        
  8. Devlin  The answers Devlin sought turned out to be most disagreeable. Everyone heard the response from Crypleptus and Hardblade, but Devlin felt compelled to reply. <"Message received. We'll commence a fighting retreat. Then we hunt.">   The situation was looking bad. Then it got much worse.   Magic backlash of all sorts ripped through his team. Then zombie Cyclops ripped through the walls. Before two from the building nearby closed on him, Devlin just had time to observe the effects of his Nullsteel. He relayed it to the team, <"I hit those two on the balcony with a Nullsteel cloud. Doesn't look like it disrupted their fire protection, but it does seemed like it stopped them cold, along with that third there. Maybe disrupting a connection to their necromancer master?">   The attackers were on him then. Slow — Devlin easily stepped out of the way of the first one's stomping feet. But strong! He attempted to deflect the swiping club-arm of the second, and only barely succeeded in pushing it off-target as he sidestepped. A moment later (point-eight-five seconds for those keeping count, as he tended to do), Devlin heard the twang-POP of his tripwire finding an unwary target. He spread his hands wide theatrically, his cloak billowing dramatically, posturing at the Zyclopses attacking him. "No hands even! You want to try me?" He grinned wider as he spied in his peripheral vision a second large figure emerge from the northern building and tumble over, and in less than a blink of an eye he'd snatched an orb from his bandolier and flicked it toward the fallen foe, spinning in a flourish.   Then the beholder crashed through, and it left Devlin shaken. This wasn't the massive, terrifying one he'd seen in his vision so long ago, but it shook his soul nonetheless. A Death Orb, here almost as if waiting for them. Not good at all.    Shaking his head as if trying to clear it, it was time to get to work. Devlin noted the features of this beholder. Then he took less than a breath to observe the dark orb in the center of the portal. Related? Or part of the portal collapse? He spoke to the others, <"There are undead Beholders known as Death Kisses, put they aren't particularly strong. There have been speculations of Beholders becoming true necromancers. This is unlike anything anyone has reported before. I would say we've made a new, and very unfortunate discovery. Still, it's undead, floating, and has lots of vulnerable looking eyes. Do your worst."> Devlin tried to speak over the link with his usual demon-may-care attitude, but the fear was evident in his projected thoughts. At least the aura emanating from Monique helped bolster him, and he let it flow across his mind and reflexes, changing them slightly.   The big pair of Zyclops were looming over him, and it was time to do something about them first. Devlin leapt straight into the air. The motion brought him level with that strange black-burning eye of the cyclops, and time slowed as he hung there. Then with with greatly accelerated speed, he delivered a straight-fingered knife-hand strike directly into the middle of that eye. It burned and drained as he made contact, but Devlin was ready for it, channeling the pain along his shadowy shield. He reached deeper in that elongated instant, extending his essence into the timeflow, feeling for the undead's temporal essence. There. He grabbed it, forging a connection of two temporal bodies, speeding himself up even faster as the cyclops would be left in a momentary stasis if he did this right. Then time flowing back into a semblance of normal, he planted his feet and kicked himself off several paces away, before the thing could react, leaving an afterimage flowing behind him.    He wasn't done. Even as he landed, Devlin was drawing an object from his coat. Is was both real and not, a phantom from another time-stream brought into his own, appearing as a gold-glowing orb with holy iconography. This served to draw the Zyclopse's attention as he held it out dramatically, while at the same time Devlin's other hand flicked forward delivering one of his smaller explosives right into the female's center mass. His basic explosive, it impacted with time-accelerated force and popped in a pressurized explosion.   Then Devlin had another vision. It was from a parallel timeline, in which he attacked the other nearby Zyclops, the male, with a series Poppers, one after another. He spun and a pair of the small deadly orbs blasted across the short distance and exploded against the big humanoid, damaging him even as it discombobulated him. Devlin reached for the temporal shard he had tried to wrench away from the Cyclops woman. If it was there, he would use it to merge this timeline with his own, making this series of attacks a near impossible reality. If not, they would stay where they were, an alternate timeline veering off in its own direction.   Either way, he had just enough mental and physical bandwidth to make one more toss, flinging another tripwire that latched into the ground right in front of the Zyclops duo that had attacked Nivel. He timed the toss as closely as he could to land as soon as Nivel vacated the space, seeing the mist-walker was finishing his attack and about to reposition...   <"Nasty surprise coming as soon as you move, Nivel. Monique, when you move, come straight toward me, beware of my tripwire just northeast of you.">     OOC and Mechanics That took a bit of time to put together. I wanted to lots of actions, I got 'em I guess! 🙂   Actions OFF TURN Both Zyclops attacks miss Devlin. Devlin becomes Shaken by the Beholder.   When Shepherd 03 triggers Devlin's trap, Crowd Pleaser allows him to make a Caper (boast) as free off-turn action.  Any enemy within 250' feet must succeed at DC30 will save or lose their attack/casting against Devlin (until beginning of turn).   When Guard 01 triggers Devlin's trap, Crowd Pleaser allows him to make a Bloodthirst (boast), attacking Guard 01 (he's within 250' theatrical boast range).  Ranged attack (attack roll =49) against Guard 01 using an Improved Acid Flask.  If hits, 46 bludgeoning damage + 31 acid damage, plus same amount of acid damage to Shepherd 03 If the attack misses regular AC but hits touch AC, it still hits just with reduced bludgeoning damage. I'll re-roll accordingly. This attack will likely trigger AOOs from Zyclopses threatening Devlin. See above Caper if they get to make those attacks. ON TURN Caper effects end. Free: Talky talk talk Free: Knowledge (Religion) check (Result 63) to ID/Scout the Beholder Move: Using Academic Knowledge to give all allies +2 to CMB and +2 to DCs of their abilities against the Beholder Free: Knowledge (Arcana) (60) and/or Spellcraft (53) checks to get more information on that orb in the middle of the portal Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will Standard: Unarmed Strike Special Attack Action (Result 54) against Townsfolk 01 *I think the reads "01" but it's hard to see the number. The one just W of Devlin at start of turn., using Time Strike (with Spell Attack) to deliver Steal Time If hits, Devlin will expend his Drunk status (he gets to do this twice before losing drunk status, per Double Chug) to make his unarmed strike do Max Damage, per Drunken Boxer.  Improved Vital Strike damage at effective Large size = 12d8 = 96 max, +23 damage mod Spend 2 momentum to add +15 damage = 134 bludgeoning damage First attack each round does 15 electricity damage (elemental empowerment) If hits, Devlin casts Steal Time on the Townsfolk 01 (1SP). DC36 Will Save or it is Dazed for 1 round and Devlin gets another Standard Action If these operate the same as when Blaidd attacked, Devlin will take Fire/Negative Energy damage. My 6d8 roll in roll thread came up 26, I'll use this unless you want to roll it Ark. Improved Shadow Shield reduces all sources of damage by 4, so 22 (11 fire, 11 negative). Devlin's ER5 for fire means 6 fire. Will spend 1 momentum to reduce damage by 15 (Resilient Momentum). Total = 2 damage, applied to Temp HP Swift: Devlin will Kick Off after the melee attack, sending him 20' N without provoking AOOs. This triggers base Afterimage, leaving behind 1 afterimage (50% miss chance). Free: Spend 1 Shadow Point on Shadow Magic to gain 2 temporary magic talents for 1 min. Which are Energy Strike and Invigorating Blast from destruction sphere. Free: Devlin will hide that this is a casting with Veiled Magic. It takes a DC40 Spellcraft or Perception check to know he's casting this. Free: He'll use his Trick Casting class feature, to make a Feint against Townsfolk 01. Devlin can take 10 on this for a result of 63 on Bluff+41 total skill mod can always take 10 on Bluff +7 when taking 10 (The World and Applied Consistency) +7 vs scouted targets (Catty Stalker and knowledge unlock) -2 Shaken to Feint. Trick Casting Feint lasts for 2 rounds If successful, Devlin will Feint Strike Townsfolk 01, Expending MF to make it an AOO. Ranged Attack (Result 56) with a Cherry Bomb If hits, 48 bludgeoning damage (direct hit) + 21 bludgeoning (cherry bomb) + 12 precision (Fatal Thrust) = 81 bludgeoning damage Soul Strike (exploit) will reduce all of Townsfolk 01's saves by 2 for 5 rounds DAMAGE TOTAL (If all attacks hit Townsfolk 01) = 215 bludgeoning + 15 electricity Extra Move (I will READY this action to trigger after Nivel moves): Expend MF (Using Focused Stamina, -5 stamina) to set a Tripwire (snare) trap with attached Nullsteel-suffused Cherry Bomb as a move action. Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae.  He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape near Townsfolk 03/06 on the roll20 map. Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin set the trap When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 39 rounds (54 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5 The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage, and will trigger the Nullsteel cloud on that square (with its 15' burst). Any subsequent creatures would still be tripped, but the cherry bomb is expended. Show if Steal Time is Successful Extra Standard: Deadly Shot Special Attack Action with Cherry Bomb vs Townsfolk 02 (Result 49) using Trick Arrows flashbang and Trap Launcher (snipe). If hits... 92 bludgeoning damage (direct hit) + 21 b damage (cherry bomb) + 15 (Damaging Momentum, -2M) + 4 b/p/s (flash bang) = 128 bludgeoning + 4 b/p/s damage Fort save DC32 or Blinded and Deafened for 1d4+1 rounds (flash bang) Trap Launcher (snipe) will add a Bamboozling Trap (snare) to the attack: DC32 Ref Save or trap is triggered and target is considered Feinted  If this trap is triggered, Opportunist will allow Devlin to make an AOO within 1st range increment (80') Ranged AOO (Result 47) vs Townsfolk 02 using Cherry Bomb If hits, 47 bludgeoning damage (direct) + 12 b (cherry bomb) + 11 (precision, Fatal Strike) = 70 bludgeoning Soul Strike (exploit) to give Townsfolk 02 a -2 penalty to all saves If trap is triggered, Devlin will use Crowd Pleaser to us Caper (boast) again (DC30 will save, or lose attack against Devlin) DAMAGE TOTAL (if all hit vs Townsfolk 02) = 198 bludgeoning + 4 b/p/s   NEXT OFF TURN If the trap Devlin placed is triggered, it will be another tripwire, 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check. He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens. Group Benefits For 1 min, everyone gets +2 CMB and DCs vs Beholder   Current Momentum Pool: 24/31 Within 30' of Devlin, you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 204/210  |  Temp HP: 77 (79 -> 77)  |  Nonlethal damage: 6 + 49 portal damage (unhealable) Conditions: Shaken (-2 Attack/Skill/Saves) Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 50%ACTIVE Afterimage: 50%/75% INACTIVE Decoy: 50% until triggered   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Caper (boast): Until beginning of next turn, DC30 will save or lose attack against Devlin Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0] Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0] Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0] Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Academic Knowledge: +2 CMB, DCs against Beholder, 1 min Shadow Magic: Energy Strike, Invigorating Blast, 1 min   INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +39+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS  |  Damage: 4d8+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +44+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS +1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1] [10/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-3] [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Resources SP: 83/90 (85 -> 83) Shadow Pool: 3/5 (4 -> 3) MF: 1/2 (1 spent) Stamina Pool: 7/17 (12 -> 7) Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 249/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks Communication Sapphires: 19/20          
  9. 1st Encounter | Greenwood Escape LOOT ITEM QTY BARTER VALUE Heavy Machine Gun 1 4000 Heavy Ammo 3 45 Rifle Ammo (50) 1 10 Pistol Ammo (50) 0.6 0.3 Shotgun Ammo (50) 0.4 0.1 Frag Grenades 3 225 HEAT Grenade 1 137.5 Boom Lances 3 3 Big Battery 1 160 Gasmasks 2 50       Misc ValuablesIncluding but not limited to: - Variety of Advanced and Simple modern firearms - Body armor, clothing, jewelry - Vehicle parts and components - Raw material collected from vehicles, such as steel, armor, plastic, rubber, glass - Small amounts of food/drink/alcohol/drugs - Fuel - Small electronic and mechanical components   4,515   Barter/Sell value listed above. 1/7th share of the Misc Valuables is 645gp, so that is each of your share. Sell/divide up the other items as you see fit, I listed them separately since I figure ammo has a value of its own. If you wish to have looted any sort of regular weapons or firearms (outside of martial/heavy) consider them available among the killed raiders. You also have 300lbs of useable scrap metal available from the salvaged vehicles. The Tank was already topped off at 500/500 lbs capacity, but you might use some to manufacture more cannon rounds.   Current Tia Share Encounter 1: 645gp  
  10. Sanctuary Somewhere in the Wastes   Jana looked at her mother when Doc asked for help in with his patients, a question writ plain on her face.   Lysandra looked at her daughter with a quick nod, "Stay with him and help. Ray and Davis could use a friendly face if they wake up."   She turned to Doc, "Thanks for the offer, I'll stay with my own ride." Then she addressed the Crew at large. "I need to catch up with my people. Can you stay with us while we find somewhere safe to collect ourselves? I'm sure this isn't the mission Jana described to you, but things have changed." She waved a hand to the smoking town. What she meant was already obvious.   Finally addressing Det, she hesitated just a moment, figuring out what to do. "We can always use spare parts when it comes to vehicles, but we don't need that jeep in its current condition. You all can tow whichever one isn't too much trouble, if it won't get in the way. Gotta admit... taking something from these thugs after what they've taken from us will sooth a little tiny part of my soul."   It was permission enough. Martin had already hitched a chain around the gun-truck, a vehicle he had shot a couple of very large holes in moments earlier. Some small adjustments and jury-rigged fixes would allow it to be towed along on its own tires. Bodies were tossed out of it, the valuable heavy machine gun was secured, and it was prepped for later dismantling. With Packer adding his strength (and occasionally his shield if it looked like some shots were getting a little close), Martin and Det went about hacking apart the other nearby vehicles as fast as they could work. The upturned enemy trike was harvested, the jeep was opened up and ransacked for anything valuable (with some care taken with what were obviously the father's and son's personal valuables), and even the blown apart buzzsaw truck had some exposed pieces they were able to wrench off. It was by no means a clean job, but it was exceptional work under the circumstances.   Soon Duende, with a sharp eye on the assembling raiders, called out it was time to go. Several molotov cocktails seemingly launched by a catapult of some sort punctuated the point, as they landed within a few dozen paces. Tanya orchestrated everyone back into positions, Doc acknowledged the wounded were secured, and Tia and her Tankers made their exit. Lysandra in the buggy with a driver they hadn't been introduced to yet led the way back through the valley to catch up to the refugee convoy. The damaged raider truck was a little awkward to tow, but they didn't need to travel at breakneck speeds. The Wrathful Disciples didn't exactly seem eager to go after a full-on battle tank which had single-handedly annihilated one of their raiding packs. They did send some agile scout vehicles ahead, but the Crew was able to winch a tree down across the canyon path to stymy them just enough that they could gain a little distance.   The Crew was able to establish shortwave radio communication with Lysandra, and she took up lead position on the convoy while The Tank covered the rear. The Crew still advised them on some maneuvers to make to lose pursuers, if they were still coming. A slew of heavy vehicles and a tank weren't exactly that difficult to track through dirt and mud roads, but the travelers were able to find a stretch of old roads to pull onto, and the cracked, pot-holed asphalt helped to cover their tracks. A shortcut over some rocky ground, a cut through some fields, and another brief run along a paved path brought the convoy to a small group of abandoned buildings the Crew knew about in the area. All told, they were traveling for about an hour before they felt it prudent to hunker down.   The vestiges of the old civilization they had sought shelter in were mostly dilapidated. Several smaller burned or crumbled buildings were little more than toppling walls and cracked slab foundations. Junk and detritus, not deemed valuable enough to carry away, lined barely intact remnants of streets. The building the convoy found for shelter looked like it had once been an incredibly vast structure, but at least three quarters of it had collapsed in. What remained standing was still easily big enough to fit all the vehicles and people of the convoy, concealing them from sight and providing some cover from the hot sun. The Tank was the last to pull in through a large bay door, right under the remains of a bright orange sign that simply read "zon." What that meant, no one knew, though it looked like some letters had fallen away from the front end in the distant past.    The interior looked like it had once been some kind of warehouse, with the collapsed portion covering a network of conveyor belts and shelveing. Again, almost everything worth anything had long been looted from the area, and the remnant of the building was so open and cavernous that it didn't exactly provide great long-term shelter, except for a group of wayward survivors and vehicles like theirs.   The various vehicles pulled in wherever they could find room. Occupants disembarked, looking shaken, dusty, shocked, angry, relieved, or some combination of all of those. The lightly "armored" bus had, by far, the most passengers, as what looked like several full families had been packed in the conveyance. The cruiser sedan held another half dozen, a pair of middle-aged parents and a foursome of similar-featured young adults and older teens. The other vehicles had just two or three occupants each, all adults, and were mostly utilitarian in nature. A truck with a big fluid tank bolted on the back, another hauling a trailer that turned out to be mostly full of food and crops, and another with a fenced bed that was for all intents and purposes a pig pen.    As the people gathered up and embraced and laughed and cried, many looked at the Crew with gratefulness and awe. There was surely a bit of fear or suspicion in some of those glances as well, but they knew what Tia's Tankers had done for them. Several, as individuals or in small groups, came up and offered the Crew their thanks and appreciations.   Lysandra was with a pair of other Greenwooders, their heads bent together and speaking with very serious expressions. She had sent word to the Breakers to take their time, see to themselves and their vehicle, and come over to talk when they were ready. OOC / MECHANICS OOC SUCCESS! Nice battle. Now moving us along. I'm listing any Honor gains and Loot below. I took the liberty of advancing everyone to a relatively safe place to have a moment to breath and plan. Right now at least, breath and tend to anything that needs tending to. RP a bit with the Greenwooders or among yourselves if you'd like. Take care of minor maintenance or healing, but don't take crafting time just yet. You'll get it soon enough, if you decide to as a group.   I'll interact with you with NPCs a little speedier and more freeform at this point, not really waiting for "turns". You may also feel free to make up NPCs and puppet them as you see fit within the group of survivors, if you want to write some back-and-forth into your posts. If you feel your character has done what they need to do here, have them go join Lysandra to discuss next steps. I'll pick up there once everyone has had a chance to do so and advance things.   NOTE: If you want to make character tweaks, this is a good time. ADDITIONAL NOTE: I'll allow another round of tweaks after the next encounter as well. Since this one was heavily tank-focused, I intend for the next to be a little more "on-foot". That should give you an opportunity to test your build out in that context. So I'd encourage you not to make huge changes until after you get a chance to run them in that kind of scenario as well. HONOR Everyone gets +4 for protecting a settlement/traveler in immediate danger Everyone gets +1 for overcoming a chellenging"Challenging" is a little questionable because you completely decimated the enemy, and really they weren't designed to be THAT difficult. Still, there were a lot more of them than you, and it was in a manner that made an impression with witnesses, so I think it's worth honor gain. encounter LOOT Heavy Machine Gun (broken condition) Heavy Ammo x150 (a full belt found undamaged) Rifle Ammo x50 Pistol Ammo x30 Shotgun Ammo x20 Fragmentation Grenades x3 HEAT Grenade x1 Big Battery Gasmasks x2 Boom-lances x3 (basically a simple spear/polearm with an attachment on the end for a grenade. 1 is broken.) 4,515 gp barter value worth of miscellaneous lootIncluding but not limited to: - Variety of Advanced and Simple modern firearms - Body armor, clothing, jewelry - Vehicle parts and components - Raw material collected from vehicles, such as steel, armor, plastic, rubber, glass - Small amounts of food/drink/alcohol/drugs - Fuel - Small electronic and mechanical components If you wish to "sell off" or barter any of the individual items listed, use half their listed cost as usual. (I will create a LOOT thread to keep track of all this as well. You'll have to decide whether you are setting aside 1/7th of the loot as a "Tia's Share" or if you will individually contribute some portion of you earnings to the Tank. If there is no decision to the contrary, default will be Tia's Share) Scene / NPCs Zon Within the remains of some kind of huge warehouse from the before-times. Most of the building is collapsed, but the remains provide cover for the convoy of refugees to stop and rest, and plan next steps. There is plenty of room for the vehicles, and shelter from the sun. You seem to have lost any raiders tracking you, but it never hurts to keep a sharp eye out.        NPCS The Escapees from Greenwood Off-roader buggy Lysandra NileBearded, stern, the driver of Lysandra's buggy. Unclear if they are in a relationship, but they seem to be looked up to as leaders. Nile doesn't say a lot of words, but those he does let go of seem carefully thought out. *Jana Bus 32 passengers, consisting of several families, including some children Bus Driver HankEven in this situation, seems to always have a wide smile. Hank is in his 40s, clearly has asian heritage, yet speaks with a deep southern accent. He seems as attached to his big bus as the Crew is to Tia. Truck with big fuel tank Driver and two passengers Hauler truck with trailer Driver and two passengers Truck with livestock pen  Driver and one passenger Cruiser Family of six Dirt Bike  TobyA young man with wispy facial hair, probably only barely into his 20s. A dark pattern across much of his skin seems to be a mutation, though he wears his clothes and gear in such a way as to cover a lot of it. Stays off to the side, very watchful. Seems a lot of his watching is directed toward Jana. Wounded from Jeep RayClose cropped hair, 40s, black, hurt bad though not as bad as his son. Doc's care seems to be doing well though, and he is in stable condition. If he wakes up, he would be appreciative if a little curt. He is something of a handyman, explorer, and salvager. DavisRay's son, spitting image if just slightly different skin tone. While Ray is reserved, Davis is much more affable and conversational, though that is tempered a great deal by having recently taken some gunshot wounds. Fortunately Doc was able to help, extract the bullets, and his internal organs and bones were remarkably intact. Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 42 (Reactive Armor)  Stress: 15 Engine Governor: EnabledTurn on/off as swift action. When Disabled, +15' speed, 10 stress per turn Crew Martial Focus: YES _______________________ Main Cannon PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments Speed Loader Round: No (loader or gunner may reload as move action)  30 Ammo Capacity Base Cannon Rounds: 18 AP Rounds: 2 HE Rounds: 2 Canister Rounds: 2 ________________________ Gadgets and Secondary Weapons Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses. Launcher: Launch 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      
  11. Devlin  Devlin had noticed Cal's beam shear through the cyclops, as well as the magical reaction. There were clearly some protections going on here other than what came standard with necromancy and the various undead. He made a mental note on trying to tap into some kind of positive energy to bring these big enemies down. As another blast erupted from Cal into the 'clops, it looked like his fellow hunter had that one in hand (though they'd already taken very serious damage, so hard to say when they'd fall all the way apart). Devlin could turn his attention to other problems, of which there were plenty.    First, it seemed as though the buildings were also full of zombies. Aiming to slow them down, Devlin pulled a pre-cut length of wire from his trap bag with one hand, attached it to one of his smaller explosive orbs, and hurled it toward the entryway of what what looked like a church to the north. Being nothing if not an expert on timing, Devlin's turned out to be precise as the small nicknack popped open just in front of the doorway, launching two small spikes into the ground and stretching a wire across, with the explosive primed to blast anything that tripped the trap.    Devlin was already turning to dash in the opposite direction. <If it wasn't obvious, lads and lass, that portal is breaking down catastrophically. No way of telling exactly what kind of catastrophe, but I wouldn't want to be standing next to it. Keep an eye on those arcs of energy, that'll tell us when we need to put a building and maybe a good distance between it and us. Monique, you are danger-close for sure.>  It was a good thing speaking mentally took less time, because Devlin had another message to deliver mid-run.   He reached down and pressed one of the sapphires on the bracelet, opening a connection to Cryoleptus and Hardblade. There was no time to mince words when there were so many Zyclopses that needed mincing, <<What the seven hells is going on, Warpsmith? Your portal almost made us paste against the ground and buildings! It's still here, and it looks to be getting very, VERY angry. You send us along with a mega-magic bomb or something? We need answers here.>>   Before he finished thinking the last sentence, Devlin's hands were full of more alchemical and mechanical goodies. Two orbs this time. The first was one of his smaller Party Poppers, same as he had set on the trap to the north, but on this one his dextrous and temporally enhanced fingers made some quick modifications. A pellet of his flashbang powder was added to the encasing wire, primed for a blast, and he also clicked into place a capsule of the nullsteel powder he'd been given. Devlin concentrated in the way he was instructed, charging the filings up with arcane power. This would test the undead minions magical protections. The second orb he palmed was full of simple liquid fire, and he couldn't handle any tweaks to it. He'd noticed how the cyclops Cal attacked seemed protected against fire, so it would be a good test to see if the nullsteel brought down that flame protection or if it was more innate.   Devlin reached his target position (which contrary to what he'd been saying earlier, was toward the unstable portal), cocking his arm back to throw. A wood and metal assembly over his forearm extended from the tip of two fingers, giving his arm more reach and therefor a wider arc to his throwing motion. His arm came forward, and he dilated his perception of time even further as he made the throw. He had time to tweak every element of the throw, each infinitesimal repositioning of elbow, wrist, fingers, each muscle and tendon, as the spheres were sent sailing through the air toward the Cyclops on the balcony. Each element of the flight was controlled for as much as was possible, with correct spin taking the projectiles on a slightly arcing path up and over the rail toward their target.    If his aim was true, they would hit one after another. The first orb would impact with extreme kinetic force and explode from the potential energy inside, the powder igniting in a blinding deafening flash, and the nullsteel doing... whatever it ended up doing. The second would hit immediately after with less force, but a sizeable fiery splash.   Even though he was now invisible, on the follow-through from the throw Devlin continued in a spin, positioning his hands to draw up and extra barrier of blurred protection around himself.   OOC and Mechanics     Actions Free: Talk to the team.  Free: (I think this is free, lemme know if not) Use the bracelet to talk to Hardblade and Cryoleptus Move: Expend MF to set a Tripwire (snare) trap with attached Cherry Bomb as a move action. Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae.  He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape in front of the northwest building door on the roll20 map. Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin (Who is invisible and hopefully well-stealthed also) set the trap When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 26 rounds (41 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5 The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage. Any subsequent creatures would still be tripped, but the cherry bomb is expended. Extra Move: Move 55' south (moved token on map accordingly) This movement (greater than 10' / less than half speed) allows Devlin to regain Martial Focus with Mobile Focus Afterimage kicks in, leaving behind a total of 3 after images. There's a 75% chance an attack hits an afterimage instead. Standard: Special Attack Action standard Barrage targeting Townsfolk_08, which is one of the Zyclops on the balcony. Range is 120' to target, which is in 2nd range increment, so -1 for Range (Splash Weapon Master reduces range penalty). -2 for Barrage. Successful knowledge check to scout the Zyclopses means Devlin uses INT instead of DEX for attack and gains a +4 insight bonus to attack rolls (Cunning Attacker). Roll thread for rolls. 1st Attack is the attack action with a nullsteel infused cherry bomb flash bang, with an attack roll of 49. Devlin's Flask Thrower has the arcing quality, so it avoids cover if there is any. If it hits against regular AC... Direct hit deals 90 bludgeoning damage (this damage carries the +5 enhancement and DR bypass) Cherry Bomb exploding deals 17 bludgeoning damage (no one is close enough for splash damage) Flash Bang attached via Trick Arrows deals 4 b/p/s damage Zyclops must make a DC32 Fort save or be deafened and blinded for 1d4+1 rounds First attack each round deals 15 electricity damage (Elemental Empowerment) Spend 2 momentum to increase weapon damage by 15 Suffused Nullsteel added, spending 2SP for the Improved effect. 25 on the Magic Skill Check, to counterspell 3 effects on the Zycplops. (EDIT: also an 8 against Townsfolk 07, FWIW) 2nd Attack uses an Improved Alchemist's Fire, and has an attack roll of 53. If it hits... Direct hit deals 48 bludgeoning damage Splash weapon deals 34 fire damage Anything within 20' takes full damage (should include the other Zyclops, though she's probably also immune) Within 25' takes half the fire damage, within 30' takes 8 fire damage DAMAGE TOTAL: 170 bludgeoning damage, 4 b/p/s damage, 15 electricity damage, 34 fire damage (hopefully after protection dispelled?) Swift: Cast Improved Shadow Shield on self, gaining another 47+15 Temp HP, and it reduces all sources of damage by 4. (1 min, 1 Shadow Point)   EDIT: Forgot a few things above. Since Devlin is invisible, the two attack rolls should each be at +2 and the Zyclops should be without their dex bonus to AC (unless not applicable of course). They must surpass regular AC to do that damage, but they'll still connect if they hit touch AC, just with like 1d6 instead 4d8 (before vital strike). Added impact point and AOE circle for the attacks.   Group Benefits Current Momentum Pool: 29/31 Within 30' of Devlin, you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 204/210  |  Temp HP: 79  |  Nonlethal damage: 6 + 49 portal damage (unhealable) Conditions: - Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 75%ACTIVE Afterimage: 50%/75% INACTIVE Decoy: 50% until triggered   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment   INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +28+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste ------- OPTIONS +5 INT instead of DEX (scouted) +2 knowledge unlock (scouted)  |  Damage: 2d10+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +42+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) ------- OPTIONS +2 knowledge unlock (scouted) +1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [13/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Resources SP: 85/90 (87 -> 85) Shadow Pool: 4/5 (5 -> 4) MF: 2/2 (1 spent, 1 regained) Stamina Pool: 12/17 Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 249/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks        
  12. Refugee Column, Round 7+ Outside Greenwood   Duende's round blasted right through the Zealot's midsection, but several wires burst out from it at impact, wrapping around his limbs, body, and possibly even innards. Two strands lashed against the ground, and between those and the wires now wrapping his legs, the man was suddenly stuck in place. His eyes bulged from both the grievous wound and the surging adrenalin from whatever he had previously imbibed, and he strained at the restraints trying to move forward, but failed to get loose. Still single minded in his maniacal pursuit to do damage to his foes, he pulled a sub machine gun from a strap near his back and slid the chamber menacingly. He barely flinched as a follow up shot from Tanya buzzed right by his head, and if he was in pain from the massive bullet wound in his torso, he didn't show it.   As Packer drove a cannon round home with the satisfying click-clack of hitting the sweet spot, Martin fired. Another blast streaked across the landscape toward the close-by Harpooner vehicle, impacting mid-body and knocking it skidding along the dusty ground. Pieces went flying into the air, and one of the raiders in the back nearly flew over the side, until his momentum shifted and dumped him back into the bed. The shot was on target, but a little high. The damage was significant on the body of the vehicle, but seemingly did not effect chassis or wheels enough to slow it down, and it continued speeding away from the Tank.    As Det crawled around the top replacing and placing new armor panels, Doc maneuvered the massive vehicle at first toward the enemies, but then detouring to his ultimate destination. Helping survivors. Tia slid to a stop a quick trot away from the Jeep, engine still rumbling.   The Jeep was in bad shape, and its occupants even worse condition. A back section of the frame has nearly been torn off, and the whole vehicle is riddled with holes large and small from various firearms, mostly the big machine guns on the side of the platform truck. The driver of the vehicle, a dark-skinned man in his 50s, has multiple lacerations on his face from shattered glass, a badly sliced up arm, and several other gashes and spots of blood that may be from the gunfire. He seems barely hanging onto consciousness, but clumsily trying to turn a key in the ignition to get the vehicle started again. Doc would asses the lethargy at least as likely from exposure to his toxin as it is due to the wounds, though the latter are significant. The passenger is more alert but in worse condition. Though his skin tone is lighter, the face is otherwise almost a mirror-image of the driver, just a few decades younger. Likely the driver's son, in his 20s, and with several bad gunshot wounds in his torso. Doc would quickly asses them as survivable, but only if he gets immediate and substantial medical care. Otherwise he stands a good chance of bleeding to death within the next minute.   The survivor buggy approached at high speed, signaling "offering assistance" as it drew near. It slid to a stop not far from Defiant, and one of the Tankers turned down the blasting music so that they could all be heard.   "Ma!" Jana shouted, popping her head out of the forward hatch.    The woman who had been signaling stood up tall on the passenger side of the buggy, her torso and shoulders above the frame. She pulled down the thick goggles she was wearing and smiled widely at Jana. "You did well, my girl." Her face had harder edges than Jana, and was caked with dirt below where her goggles had covered, but the resemblance was clear. When she spoke, it was with a clear voice that radiated clear command, even as her tone was urgent.   She turned and address Tanya atop the Tank, including other crew as they appeared. "Thank you! We were in real trouble there. I am Lysandra, and I see you've already met my daughter Jana." She waved a hand toward Greenwood, "We evacuated as much of the town as we could before the raiders came in force, but they caught several dozen of us inside. We made a break for it along with the group to the south. Anyone left inside..." A tear dripping from her eye made a streak in the dust on her cheek, "... they're probably already dead." Such was the calculus of the wasteland.   She turned her attention to the shot up Jeep, ducking slightly as several rifle shots sounded from the distant group of raiders surrounding Greenwood. A single "vip" in the dirt nearby indicated their range was still a danger, though their accuracy afforded more time still. "Can you help Ray and Davis there? Let me know what I can do. We have space for one, maybe both, on this buggy, and I can ride on your machine there if needed." OOC / MECHANICS OOC I'm going to shift out of "combat time" in the sense that I'm going to give you a few turns worth of actions. Let me know in a general sense what you are doing, and you can take several actions worth of turns to do it. A few potshots from back toward Greenwood might be coming your way, but they don't have any particularly amazing sharpshooters oriented your direction, at the moment.    Jeep Occupants: The occupants of the Jeep aren't doing great. The Driver (Ray) is Exhausted, and down a lot of HP. The Passenger (Davis) is Fatigued, and Dying (needs to be stabilized). The fatigued/exhausted conditions are from Doc's toxins.  The Jeep: Knowledge (Engineering) DC 15 The vehicle is wrecked, but a little work might be able to get it running again. There's a chance that could happen in the short amount of time you have, but a risk that it wouldn't.   Knowledge (Engineering) DC 20 The frame is stable enough that you could also tow it behind the Tank with the hook and pulley, though it would be a rough ride for anyone inside and it would limit the Tank's ability to traverse rough terrain (at least until you detach the jeep again).    Knowledge (Engineering) DC 25 You can figure out how to instead quickly rip off some parts for some decent scrap and salvage, probably some useful engine components as well, if they don't have bullet holes in them. If you have succeeded at this level knowledge roll, you can make an appropriate Craft check (probably mechanical) or Profession check to pull some salvage as quickly as possible. This will render the vehicle Destroyed.        MECHANICS Crew Results  Packer: Reloads cannon, plus one in the speed rack. Sweet Spot bonus. Tanya: Fires at the Zealot on the ground, but misses Doc: Drives Tank South bringing it closer to the Jeep. Martin: Hit with main cannon attack on the Harpooner, and pushed 10' by the bullrush from push shot. Damaged, but not broken.  Duende: Shoots the Zealot on the ground, causing significant damage (but not dying yet) Zuki Aggressive Flanking centered on tank, Focusing Cry to restore MF on Tank and Doc Det: Adds another round of Reactive Armor to the Tank (42 Temp HP)   Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable. Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed. Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response. Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy. Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes). Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle. Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities. Trikes: 1 driver, 1 rider Trucks: driver and cab passenger, usually 4 or so raiders in the back Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.   NPCs                                The Greenwood vehicles have made it into the valley.  The Buggy is coming back your direction as it determines you are assisting the Jeep.   Platform Truck [broken]: Looping slowly back toward Greenwood. All raiders on platform now dead. Will be in first range increment for several more turns. Trike 1: Now speeding back toward the main group of Raiders. Trike 1 Zealot: Fails to get out of the pinning shot restraint (still grappled, so he can't move). Pulled out a firearm. Harpooner: Hit by the last cannon shot, but still driving away at a good clip. Will be in first range increment for a few more turns worth.   Knowledge Checks Identify Vehicles: K:Engineering Identify Raiders: K:Local Scene / Map / Enemies Cedar Valley and Greenwood  The raiding party chasing the refugees has been stopped, and the survivors are turning back toward the main force. There is a large force of Disciples surrounding the town, and many are now slowly reorienting toward the tank, shifting positions, seemingly gearing up for a more massive coordinated assault. ___________________________ Map Roll20 Link Grid measurements are accurate. Tactical Closeup (click to enlarge)   ___________________________ ENEMIES > Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 280' -- Trike 1 Zealot: Chasing Tank | Range: 45' > Trike 2: Prone, out of action. > Trike 3 Prone, out of action. > BuzzTruck Destroyed > GunTruck Wrecked, out of action > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 180' > Platform Truck Huge vehicle. 1 driver, 1 passenger, top deck ruined | Range (at beginning of turn): 120' ____________________________ Other NPCS Group of escapees from Greenwood • Off-roader buggy • Bus • Truck with big fuel tank • Hauler truck with trailer • Truck with livestock pen  • Cruiser • Jeep • Dirt Bike  • Pickup [Wrecked, Prone] Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 42 (Reactive Armor)  Stress: 15 Engine Governor: EnabledTurn on/off as swift action. When Disabled, +15' speed, 10 stress per turn Crew Martial Focus: YES _______________________ Main Cannon PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments Speed Loader Round: No (loader or gunner may reload as move action) 30 Ammo Capacity Base Cannon Rounds: 18 AP Rounds: 2 HE Rounds: 2 Canister Rounds: 2 ________________________ Gadgets and Secondary Weapons Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses. Launcher: Launch 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    
  13. Devlin  Devlin careened out of the portal like one of his explosive spheres, having just enough wherewithal through the pain, portal sickness, and disorientation to be glad he wasn't rocketed straight into the air or the ground. That quickly ended as he made first contact with the earth. His mind could still flip into overdrive, though his body needed a much more complex magical temporal infusion to be able to actually move at heightened speeds, so he resigned himself to contort his body at what felt like the speed of molasses as he plotted how to take the pain of the fall. Turned out to be shoulder, then forearm, then knee, then a long bounce, then shoulder again, hand sending him into a cartwheeling rotation, a rolling tumble, and then the impact against the cart which forced the air out of his lungs in an, "Ooof."    He'd taken the time of his tumble to take in the gruesome sights of the undead cyclopses, clearly unfortunate denizens of the camp who'd become victims of the new tyrants of the island. Several entries from various texts surfaced in his head as he rolled. Cyclops single eye makes for poor depth perception and peripheral vision, consider oblique angles of attack. Bodies suffered fatal wounds, but they are up and walking, ergo they are zombies. Enhanced toughness. Seemingly no loss of dexterity as would be expected. Black flaming eye denotes likely perception mode shift. 35% of undead tactics valid, as are most protocols against large heavy humanoid enemies. Bringing them down is an excellent bet.   Even as he crashed against the cart, Devlin was reacting to shift his momentum slightly upward, and get his feet under him. His hands were already reaching into the many straps beneath his cloak, retrieving a vial and his flask. The special bottomless flask contained all his uses of Iconic Tonic, while the light blue vial contained a panacea solution to hopefully get rid of the ill feeling he had after that portal trip. Just before he downed both of them, he caught his reflection in the shiny surface of the flask. His hair was hopelessly mussed and dusty, and his cravat already had a tear in it. Damned idiot portal mages, a whole gaggle of them and still this crash landing. So much for hunting with style. Devlin downed the drinks, feeling the heartening effects of the alcohol mix and the soothing panacea wash through him, settling his guts.   Stowing the flask and dropping the vial, it was time to change... well... time. He pressed in a small stud on his wrist-mounted chronograph, which released an alchemical quicksilver mix into the implement, infusing the whole setup with science and magic. Using quick hand gestures to align the various clockwork rings and create the precise temporal geometry he required, Devlin created a temporal field around himself which modified the way his body interacted with the time stream, not just his mind. His reactions were faster, his movements quicker, and he felt ready to fight. He flipped his cloak back, making flap and fan out behind him in a way that didn't quite hold with physics, giving him better access to his little spheres of death. And then he moved.   Dashing from his spot behind the cart, Devlin simultaneously tapped into a bridge across timelines. Versions of himself became visible that were half a step slower than him, or a full step slower, or still standing where he'd released himself from. These images would hopefully confuse and disorient his enemies once they decided to attack, while Devlin — the real Devlin — was just a blurred shape at the front of the line.   He responded to Yukito across the mental link, who he glanced up in the window... having a smoke?? "Still alive, moving across to the Northwest of you. There are a few dangerous looking undead down here, once you're finished with your smoke break up there..."   OOC and Mechanics OOC: Just getting positioned and buffed.   Actions Portal Reactions: Take 10 for a result of 54 on Acrobatics check to reduce falling damage. Leap package from Athletics reduces the "fall height" by 50 feet, leaving 20' of fall damage to contend with (the first 10 of which are nonlethal). Devlin takes 5 lethal and 4 nonlethal damage from bounding across the ground (OGMW roll thread results)  Immediate: When he would become prone at the end of the tumble, Devlin uses Acrocatics Righting Reflex ability, expending one Martial Focus as an immediate action to not become prone Move: Devlin uses Double Chug to pull out one of his Iconic TonicUniversal Alcohol with the following effects: • 6d4 Temp HP for 1 hour • +4 resistance bonus to next save attempt in next hour • +5 circumstance bonus against emotion related effects for 1 hour • +5 circumstance bonus against pain-related effects for 1 hour • +5 circumstance bonus against sleep related effects 1 hour as well as a Panacea (one of his crafted ones) and drink both, gaining the Drunk status for 16 rounds and +1 circumstance to all saves Panacea cures the Sickened condition Standard: Cast Temporal Haste (2SP) at CL 20 on self. Gain +50' speed, +3 attack/AC/Ref saves, +5 AOOs, extra swift/move action Use Veiled Magic to conceal the casting. Any observing enemies must succeed at a DC40 perception check to realize Devlin is using magic  Swift: Adopt Dynamite Throwing Form (stance), and use Focused Stamina to spend 5 Stamina instead of expending MF to make the stance last 15 rounds Extra Move: Move 70' (moved token on map accordingly) This movement (greater than 10' / less than half speed) allows Devlin to regain Martial Focus with Mobile Focus Afterimage kicks in, leaving behind a total of 3 after images. There's a 75% chance an attack hits an afterimage instead. Devlin will attempt a stealth check along with this movement, which he can do even while observed per Shade Stepper. Stealth result: 46    Group Benefits Current Momentum Pool: 31/31 Within 30' of Devlin, you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 204/210  |  Temp HP: 17  |  Nonlethal damage: 6 + 49 portal damage (unhealable) Conditions: Sickened (cured this turn) Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 75%ACTIVE Afterimage: 50%/75% INACTIVE Decoy: 50% until triggered   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment   INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +28+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste ------- OPTIONS +5 INT instead of DEX (scouted) +2 knowledge unlock (scouted)  |  Damage: 2d10+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +33+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste ------- OPTIONS +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) +1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Reflex +27 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +3 Haste +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Resources SP: 87/90 (89 -> 87) Shadow Pool: 5/5 MF: 2/2 (1 spent, 1 regained) Stamina Pool: 12/17 (17 -> 12) Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 250/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics (-1) [2/2] Salves [3/4] Panaceas (-1) Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks      
  14. Devlin  "Capital idea..." Devlin replied to Blaidd, "I'll even bring a few specialty cocktails." And with a quick flourish of his cloak, he was off.   The library was his first destination. This chapterhouse was an interesting one on account of the ghostly librarian, though as Devlin considered it, pretty much every guild chapterhouse he'd been to had an odd individual looking after the archives. After some (as minimal as possible) conversation, Devlin was pointed to the correct shelves. Aberrations, super-sentient... and there they were: several tomes that referenced Beholders in some form. Kiyzaku's Study of the Eye Tyrant was the thickest tome, and Devlin pulled two others that seemed to at least reference the strange enemy. He hadn't faced one before himself, so he'd have to rely on the accounts of others, both in text and in the form of teammates who had that direct experience. He also took a quick stroll past other stacks, picking up works on cyclopses, and other one-eyed creatures for good measure.   Then he laid them out on a table and read them, cover-to-cover. It took him all of five minutes, and would have looked to an observer like he simply riffled through all the pages like great big flip-books. That is exactly what he did, though just prior to doing so he made a few adjustments on hand-mounted chronoshifter, set a brooch counter-clockwise ten degrees, and formed his fingers (and the several clockwork rings adorning them) to account for some specific arcanotemporal geometry. His processing went into to overdrive, and the fraction of a second it took for each page to flip past felt to Devlin like several minutes, during which time he was able to read all the information contained therein. Simultaneously, he committed each work to memory, leveraging a kind of memory stasis he'd carved out of his mind-space (or perhaps it was his memory but dispersed over any number of versions of himself existing in parallel timelines, as one academic colleague had theorized) to lock in each detail of these works. He would be able to return to them whenever he wished, recalling any detail he had set there.    And that was that. Three works involving beholders, plus another handful that involved cyclopses and a variety of others there was even a small chance of meeting, committed to memory. Intelligence gathered, Devlin gave himself a bit of time to absorb a small bit of the assimilated information before heading to the planning session.     The planning had gone about as smoothly as one would expect when a half-dozen headstrong Hunters who thought they knew best all gathered in a room. Realistically, it had probably done better than that. Devlin hated – loathed in fact – taking orders from anyone, but Hardblade was just about the lone exception. And she'd always drilled the importance of teamwork into the members of the guild. All here were professionals, that was clear, and disagreements were skillfully worked through for the good of the mission. All seemed to agree that whatever plan they came in with would be be quickly ripped to shreds anyway as soon as the Beholders really began exerting their influence, so they were quite ready to improvise according to whatever new situation presented itself.   After the planning, Devlin had several hours free to pursue what he really wanted: science! The guild house had excellent facilities, and Devlin only had to pull out a small handful of his custom tools.   He got to work creating concoctions, and while various solutions were mixing/reacting/congealing, he studied the new nullsteel. It proved to be fascinating stuff. He'd set a very small amount aside, and poked and prodded it in various ways with a few cantrips he had the most familiar grasp of. They were completely stymied be even a small amount of the dust, even the ones that had a greater effect on the material plane. Further experiments revealed that while the nullsteel had some similar properties to the advanced alchemical impositions Devlin knew involving silver, salt, lead and small amounts or rare reagents, the underlying forces at play seemed to be quite alien in nature. Particularly how it reacted to suffusion of magical essence. Devlin nearly let one of his beakers on the burner go too long as he became distracted reading through some of Erebaun's notes.    Bringing his focus back to his concoctions, Devlin spent more than four of the remaining hours working on his alchemical weaponry. The guild lab had an excellent supply of items, and Devlin used some of his advance from the mission to purchase those supplies. Prior to even coming here, he'd already created as much of the more potent, less stable, formulae as he dared, but there were a few items that would still have a lot of utility even without the usual potency. As each solution was created and neared the point of greatest potential, he set a sphere of strong impact glass on the table before him. He'd custom made each of these globes to fit easily in the palm of his hand, be easy to throw with his customized propellant rig, and even fit snugly in small specialized rigs he'd created to make attacking with the things viable, and even devastating in the right hands (his hands, as it so happened). These rigs encompassed the sphere like a small fragile cage, had small ridges that allowed them to twist and curve in midair, and even included a tiny bit of propellant on one side which served to increase distance. When his solutions were ready, he carefully injected them into the glass containers. The spheres themselves were actually quite strong and able to be stored in any one of several sashes and bandoliers Devlin wore for such things and stand up to the typical stresses of the Monster Hunter, yet when impacting a target at the right angles and velocity would burst explosively, flinging their contents in a surprisingly wide zone of pain. Or in the case of some of the items he made, extreme discomfort or restraint.   As he was just finishing, he looked over at the final concoction he'd produced. A gift for the others, the contents of the larger mixing carafe was just finishing dripping into the smaller flasks below it. The result was a milky fluid with a slightly violet hue, with a scent that tended to produce one of two reactions from those who took in a waft: gagging nausea, or nostril-flaring excitement. Devlin could only hope his companions on this mission were the latter.     "To a successful mission!" Devlin toasted a dozen minutes later to all who'd taken up Blaidd's suggestion for drinks in the taproom, "May we return with grand stories, glorious trophies, and... in this case, no one indefinitely enthralled by a mega-intelligent, reality warping, panopticlopian beast. I may or may not have just made that word up." With a wink, Devlin downed the whisky the bartender had poured him.    "I present you all a gift of spirits as well. Drink now or later if you wish, though the beneficial effects last only an hour or so. You will fear robust of body and spirit, your emotions not easily swayed be malignant effects, and you'll be able to stave off drowsiness, even that which is cause unnaturally. Before you ask, it is a completely proprietary mix created by yours truly, though I can assure you it is a work of chemistry and not magic. I call it the 'Iconic Tonic.' Enjoy!" He handed out two small flasks to each of his comrades, toasting with his own much more ornately styled flask. OOC and Mechanics OOC: Devlin gives each of you 2 uses of several Universal Alcohols mixed into one drink. See the Group Benefits tab below for effects. You drink it like you would any other alcoholic drink.   Actions Crafting: Devlin will spend 4.5 hours crafting the following. Alchemy Crafting modifiers: Brew Stable FormulaeBenefit: You can create permanent formulae and poisons that do not count towards the maximum amount of formulae you may maintain. These items do not decompose over time, and maintain their value as normal items even though they are based off of the alchemy sphere’s talents. A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. A poison’s cost of creation is 10 gp x the creator’s ranks in Craft (alchemy) x the complexity. CRAFTING RULES The crafter must spend 8 hours (1 day) per 1,000 gp in the item’s base cost crafting the technical item. Formulae, poisons, widgets and gizmos, only take 2 hours to craft if their base cost is 250 gp or lower, but all other items require a minimum of 8 hours to create. The crafter spends the materials required to create the item at the beginning of the crafting process, and cannot create more than one item per day. A creature cannot spend more than 8 hours per day crafting. The days spend crafting need not be consecutive., CraftsmanYou are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already possess ranks in this Craft skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining this talent, such as through the armiger’s customized weapons class feature. When crafting a mundane item, you may do so in half the usual time., Rapid AlchemyThe scholar’s research has taught her speedy and efficient techniques for creating various alchemical items. The scholar may craft any single alchemical item worth 150 gp or less (such as a vial of alchemist’s fire, smokestick, or tanglefoot bag) in half an hour; she must still succeed at a Craft (alchemy) check and pay all material costs as normal. The scholar cannot decrease this time any further by increasing the Craft DC. If the scholar knows the formulae for an improved version of an alchemical item worth 150 gp or less (such as the improved alchemist’s fire formulae) she reduces the crafting time to 15 minutes instead of half an hour. In addition, the scholar adds her Intelligence modifier to the DC of any alchemical item she crafts herself (this does not include improved alchemical items made with the Alchemy sphere). [1 hour] Level 1 Panacea+Salve. Crafting Cost = 20gp. DC=40. Take 10 on Craft (Alchemy) roll for 70.  Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour. Effect. Heals 1d8+40 HP, Cures all DC 40 status effects of Panacea [1 hour] Level 7 Improved Itching Powder. Crafting Cost = 70gp. DC=25. Take 10 on Craft (Alchemy) roll for 70. Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour. Effect. Improved Itching Powder, DC36 save, 20' range [1 hour] Level 3 Cherry Bombs [x15]. Crafting Cost = 30gp. DC=15. Take 10 on Craft (Alchemy) roll for 70. Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour Effect. 2d4 bludgeoning damage, 2 in 5' radius, 15 uses. [30 min] 2x Basic Tanglefoot Bag. Crafting Cost = 25gp. DC=25. Take 10 of check for 70 Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min Effect. As tanglefoot bag, ref DC 30 [15 min] Tangleburn Bag. Crafting Cost = 37.5gp. DC=30. Take 10 of check for 70 Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min Effect. Tanglefoot bag +1d6 fire damage and catch fire, ref DC 36 [15 min] Pepper Smoke Pellet. Crafting Cost = 15gp. DC=25. Take 10 of check for 70 Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min Effect. 5' smoke cloud, Fort DC27 or sickened 1 round Besides the crafting, that should lead sufficient time for library, plannings session, and drinks! Then Devlin is ready to go.   EDIT: Oh yeah, the memorizing stuff. With Rapid Processing Devlin can read and process very fast. Looking at the details I may have made it a little too fast, but it's still 500 words per swift/move action without spending SP, so that should be plenty fast to get through some books in a few minutes. With Mental Archive he can perfectly remember large quantities of information. He has 22 memories (almost like recordings), which can include a 400 page book. I'm going to spend 6 of those on some Beholder books and other Bestiary type literature. I think I'll also spend two more memorizing each of the provided maps.   Free: Swift: Move: Standard: Immediate: Off-turn: Group Benefits Current Momentum Pool: 31/31 Within 30' of Devlin, you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0 Conditions: none Current AC: 50ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE 3 Dodge (Haste)  |  46 touch  (+4 vs scouted enemies) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 0%ACTIVE - INACTIVE Decoy: 50% until triggered Afterimage: 50%/75%   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE -   INACTIVE Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Transformation: - Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +25+11 BAB +10 Dex +4 Imbued Greater Courage ------- OPTIONS +3 Haste +5 INT instead of DEX (scouted) +2 knowledge unlock (scouted)  |  Damage: 2d10+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +30+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage ------- OPTIONS +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) +1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +18 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Reflex +26 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +3 Haste +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Will +22 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Resources SP: 89/90 Shadow Pool: 5/5 MF: 2/2 Stamina Pool: 17/17 Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 250/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [5/15] Iconic Tonics [2/2] Salves [4/4] Panaceas Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks      
  15. Devlin  Devlin nodded at Nivel's suggestion.   "That would be splendid, mate. Plans may fall apart, but a good strategy would help to steer us back on course. We worked together on the Mole-giant infestation of Glassholm last year, didn't we Nivel? With 'ol Spike Mwengu leading us? Standard guild formation Echelon Blue worked wonders, with your illusory mists and my traps setting up a kill zone that was most efficient. We have some keen minds in this room, no doubt we can come up with similar ideas." Devlin lifted and eyed the pocketwatch hanging from a chain near his hip. "I have some research to do, then some compounds to mix. The former can inform our planning session. The latter can come later, keen as I am to see how nullsteel reacts with liquid fire. Shall we say Ready Room Delta in thirty minutes?"   Devlin put down his watch, awaiting other responses even as he half-turned to walk out the door. OOC and Mechanics OOC: Maybe we can still gloss over planning IC and take care of that OOC on discord so we can get going to the island a little sooner. Though I'm also fine if people want to take their time here.   Actions Free: Swift: Move: Standard: Immediate: Off-turn: Group Benefits Current Momentum Pool: 0/31 Within 30' of Devlin, you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0 Conditions: none Current AC: 50ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE 3 Dodge (Haste)  |  46 touch  (+4 vs scouted enemies) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 0%ACTIVE - INACTIVE Decoy: 50% until triggered Afterimage: 50%/75%   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Effect 1: -   INACTIVE Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Transformation: - Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +25+11 BAB +10 Dex +4 Imbued Greater Courage ------- OPTIONS +3 Haste +5 INT instead of DEX (scouted) +2 knowledge unlock (scouted)  |  Damage: 2d10+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +30+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage ------- OPTIONS +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) +1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +18 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Reflex +26 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +3 Haste +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) Will +22 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool --- +1 Double Chug +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Resources SP: 90/90 Shadow Pool: 5/5 MF: 2/2 Stamina Pool: 17/17 Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 250/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask    
  16. @Arklytte I have a couple more questions that I think the longer form of a forum post is a little better to address than discord.   More on Nullsteel Alchemy! Sorry, I'm glad you enabled nullsteel to be used with alchemy, but it has lead to some more questions as I settle in to figuring out some mechanics of my character and interactions with nullsteel. Hey, that's custom rules, isn't it?  When I add nullsteel to a thrown formulae, would that be a decision at the time of the action (like using a flashbang, using an imposition with a flashbang, or a flashbang through Trick Arrows), or do I need to determine which specific have formulae when I craft them? I.e. when I spend my 30 minutes crafting my various sets of formulae, I select 2 improved alchemist's fires to have nullsteel in them, and two not to? If I need to add to formulae ahead of time, when I increase craft DC on formulae like improved acid flask/alchemfire to increase the spash radius, does this also affect the splash radius of the nullsteel, or does that always stay the same? When I suffuse a nullsteel formulae with SP, would it last for a number of rounds? I ask as I'm utilizing the Traps sphere, with which I can attach an alchemical item to a trap. Traps can last between 29-50 rounds for Devlin, so it would be relevant to have a timer if the SP infusion lasts. Maybe CAM rounds? Could I add nullsteel to traditional alchemical items. Like a basic acid flask? Devlin may end up hurling those if he starts running out of improved formulae to launch 🙂 Scouting/Knowledge Checks I kinda missed the discussion on discord on the Scout ability, but looking back at it, it looks like you are requiring a swift action to activate the scout abilities like Find Gap/Identify Rhythms, rather than a knowledge check? I ask because I based some significant portion of my character build around having enemies scouted, and I thought I was going to be able to do that with the non-action Knowledge check for monster lore. In fact I thought that's how you played it, though now I can't remember a specific instance where you've done it that way 🙂    So my impression is that there are two ways to use Scout. 1) Get your perception modifier up really high, and use the swift action to scout an individual target. This is akin to taking a moment studying that (Rad Dragon, Beholder, Cyclops, Ooze, Dark Knight) in particular, and use something you observe as an advantage. It takes an action, but it's pretty low investment. I mean who doesn't already max out perception? The other is 2) Be very good at the relevant knowledge skills. This is akin to having a bunch of pre-existing knowledge of Red Dragon's, etc., and at a glance knowing your enemy is a Red Dragon and the best way to kill those is X. This allows you to "scout" everything on the scene for free, so yeah, it can totally feel more powerful than the swift action one. But it also takes more character resources. You have to max 6 skills instead of 1 (so 90 skill points at our level as opposed to 15, and you are still likely maxing perception), and then also be able to buy into some of the blanket bonuses that improve knowledge skills across the board, which are usually class-specific. Otherwise you need to divide your single-skill bonuses across a bunch of stuff. So I think the tradeoff tends to be worth it. WIS characters get to use a skill they are already really good at to Scout, but they gotta do it one at a time with a swift action. INT characters get to make a bunch of knowledge checks, but need to spend a lot on being good at knowledge skills. It's kind of baked into the Scholar class already. Still concerned about the action economy difference? Well for the low low cost of a single additional talent, Inimical Gaze lets Perception scouters do exactly they same thing, attempt to scout everyone in the battle for free. Ultimately, I don't think its all that imbalanced.   Let me know if this has swayed you:) If not, how would you interpret the part of the ability that says "Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours"? Would we make a knowledge check as a swift action? Just need to know and make any adjustments necessary.
  17. Refugee Column, Round 6 Outside Greenwood   Automatic fire and explosions rip apart the top deck of the platform vehicle as Tanya and Det unload their weapons into it. Tanya sees figures get knocked down behind the armor panels on the platform, and a chain of explosions from Det's ordinance and follow up shots guarantee no further movement. Nothing accept the whole platform structure collapsing on its supports, falling onto and around the vehicle beneath, which continues driving even as it is dragging scrap metal behind it.   Packer loads another round, and La Chancla once again slaps some sense into the misbehaving wastelanders, in the form of a massive high-velocity slug. This one smashes into the Buzzsaw Truck from behind, sending metal shards flying in all directions and a plume of black smoke coming out the top. Martin sees his target demolished beyond repair, and the massive buzzsaw wheel go flying off the front, narrowly missing the maddened zealot on the ground, then rolling right over the position of the two downed trike-riders before spiraling to a stop.    Doc continues his skillful maneuvering bringing Tia around, and Duende lines up another shot. Once again he is on-target with his big rifle, the raider in his sights slumping lifeless across the top of the jeep before any of his special modifications have a chance to make things even worse.    With the destruction of the Buzzsaw Truck and decimation of the Platform land-boat, the remaining raider vehicles go into full retreat. The Harpooner releases the cable attached to the jeep, which drifts backwards a ways with no further movement, and the raider vehicle veers off in a turn taking it back in the direction of Greenwood. It's movements are a little sporadic, the driver likely suffering the affects of Doc's toxins still. The platform truck continues limping back in the direction, and the remaining trike is also speeding away, the driver knowing when he's in over his head.   As the Breakers look in the direction of the fleeing Wrathful, they can see the larger force around the town has appeared to notice them. Several vehicles are grouping up and re-orienting. Some of the raiders that were ransacking the town are running for their mounts. In the dust just a little further distant, it looks like they might be bringing around some heavier artillery.    Back in the direction of the refugees, it looks like the vehicles have made it into the pass through the hills. The livestock truck was the last in line. The dirt bike rider and the buggy have paused at the entrance to the valley, and one of the buggy occupants is again signaling, this communication a little more complicated and taking some more concentrated observation to parse.    There is one enemy who has not given up though. The zealot who'd leapt of the trike (then subsequently knocked off the tank) had been chasing down the tank, eyes wide with adrenalin and zeal. Hand full of a primed grenade. As Tia swept around, he cocked his arm and hurled the grenade. It was a remarkable throw, which Tanya may have had time to reflect on if is hadn't bounced right off her shoulder and fallen onto the top of the turret, giving her barely enough time to duck down before it exploded into deadly fragments. Duende was unprotected from the blast, and Det also had to rear back as the blast and some ricocheting fragments enveloped the firing slot she'd opened up. OOC / MECHANICS OOC Duende, Tanya, and Det all must make Ref Save DC20 for half frag grenade's splash damage, 18 b/p/s. All have +3 from coordinated reflexes. Det has +4 from Improved Cover (still has a firing slot opened), Tanya has +2 from Cover. (Will not make a save for The Tank since after damage is halved, all remaining absorbed by hardness).   Then ROUND 6. It is mostly cleanup at this point, but you have decisions to make on what you are going to do next. This party of raiders is on the run. However there is a very large group still at Greenwood. I would call it an overwhelming force, even if you made short work of this contingent. Everyone take another round of actions, however also discuss what your plan is.   MECHANICS Crew Results  Packer: Back into the Loader position, reloads the cannon Tanya: fires a burst at almost everyone on top of the Platform Truck. I'm going to apply the rolls from closest to furthest. P Zealot 2 hit for 11 damage P Raider 2 hit for 9 damage (killed) P Zealot 1 hit for 12 damage P Raider 1 missed Doc: Drives Tank in a turn to the NE. Martin: Hit with main cannon attack on the Buzzsaw Truck. This destroys the Buzzsaw Truck.  Duende: Targets the remaining raider atop the Jeep. Hit, and initial damage kills him, no need to further resolve additional effects. - Vehicles and Raiders Scouted Zuki Aggressive Flanking centered on tank, restores MF Det: P Raider 1 hit with initial shot, fails save against detonator. P Raider 1 killed by the shot. Explosive Rounds damage P Zealot 1 Detonator explodes.  P Zealot 1 and the Truck fail the save, P Zealot 2 makes it AOOs succeed on P Zealot 1 (killed) and Platform Truck Explosive Round damage from this AOO kills P Zealot 2   Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable. Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed. Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response. Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy. Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes). Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle. Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities. Trikes: 1 driver, 1 rider Trucks: driver and cab passenger, usually 4 or so raiders in the back Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.   NPCs                                The Greenwood vehicles continue fleeing at top speed. They seem to be almost in the clear now as raider attention focused on Tank. The exception is the Jeep and its occupants, still stuck onto the Harpooner.   The Buggy is signaling in Wayfairer. It's a good distance, and will require a move action (I will allow a swift if you have the scout sphere) to make a DC 27DC 5 (Wayfairer is supposed to be easy to make out) + 22 for 220' range to target. If you have anything that reduces range penalties on perception (i.e. binoculars) they would apply here to reduce this part of the DC Perception check to make out what they are saying. Perception DC27* and knowledge of Wayfairer language She is signaling: "Danger that way. High danger that way. No Stragglers. Follow. Follow." She is indicating the direction of Greenwood.    Platform Truck [broken]: Looping slowly back toward Greenwood. All raiders on platform now dead. Trike 1: Now speeding back toward the main group of Raiders. Trike 1 Zealot: Moves 30' W-NW, throws his primed grenade at Tanya. It hits directly. 18 splash damage affecting Tanya/Duende/Det, ref for half. Harpooner: Releases the Jeep. Veering back toward Greenwood, swerving a bit. BuzzTruck [Destroyed]: Taken out by Martin's cannon shot Knowledge Checks Identify Vehicles: K:Engineering Identify Raiders: K:Local Scene / Map / Enemies Cedar Valley and Greenwood  The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.  ___________________________ Map Roll20 Link Grid measurements are accurate. Tactical Closeup (click to enlarge)   ___________________________ ENEMIES > Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 250' -- Trike 1 Zealot: Chasing Tank | Range: 45' > Trike 2: Prone, out of action. > Trike 3 Prone, out of action. > BuzzTruck Destroyed > GunTruck Wrecked, out of action > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 105' > Platform Truck Huge vehicle. 1 driver, 1 passenger, top deck ruined | Range (at beginning of turn): 75' ____________________________ Other NPCS Group of escapees from Greenwood • Off-roader buggy • Bus • Truck with big fuel tank • Hauler truck with trailer • Truck with livestock pen  • Cruiser • Jeep • Dirt Bike  • Pickup [Wrecked, Prone] Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 18 (Reactive Armor)  Stress: 15 Engine Governor: EnabledTurn on/off as swift action. When Disabled, +15' speed, 10 stress per turn Crew Martial Focus: NO _______________________ Main Cannon PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments Speed Loader Round: No (loader or gunner may reload as move action) 30 Ammo Capacity Base Cannon Rounds: 19 AP Rounds: 2 HE Rounds: 2 Canister Rounds: 2 ________________________ Gadgets and Secondary Weapons Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses. Launcher: Launch 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  
  18. Devlin  Though he'd been listening with rapt attention as the timeline of Oculus was laid out for them and their mission explained, Devlin nearly forgot all of it as he received the pouch of nullsteel powder. He tasked part of his consciousness that was best at such things to follow along and remember the rest of the conversation while he opened up the pouch to take a peek at the meteor dust. It was all he could do to resist reaching into his extradimensional stash right then and there to pull out an alembic and begin seeing how the metal reacted or combined with various other substances.    "The powder is very fine, it should mix well in solution..." he looked up to see who might be receptive to his musings. Yukito? Definitely not. Cal? He seemed to know all sorts of strange things, but a little too esoteric. Monique... perfect! She would understand, and he directed further comment her way, "Old Erebaun really knew what she was doing, I daresay. She must have used a one-sixtyfourth diamond-edged grinder if this really is comparable to black starmetal. Do you suppose a mixture of phosphoric acid and lead would render any of its properties inert? No matter, there may be time for experiments yet..."   Devlin became slightly piqued upon the end of the conversation, learning how little time was left. Only a small amount of experimentation then. Perhaps enough time besides that for a trip to the library to commit a few texts on cyclopians and anything to do with beholders to memory, a drink or two, a bath, and perhaps some preparation of alchemical essentials for the expedition. Besides less time to study the new substance, the shortened timeline didn't bother him greatly. When guild business was afoot, Devlin had learned to be prepared on a moment's notice. It was useful he could make a moment last for quite a few more, if needed.   Quickly replaying the briefing in his mind, Devlin considered if there was any other information they needed from these two. He found one piece that had gone unaddressed: "You may be circling back to this when we're done with questions, but you mentioned a possible way to communicate from this island. What is our protocol with communication and extraction? How are we to know when and where a new portal will appear if you and you cohorts manage it, and how are we to let you know if we have succeeded or failed in advance of the armada arriving. Or even launching, if we wrap this up in a timely manner."  OOC and Mechanics OOC Comments:   Actions Free: Swift: Move: Standard: Immediate: Off-turn: Stats (THIS SECTION WIP) Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0 Conditions: none Current AC: 50ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE 3 Dodge (Haste)  |  46 touch  (+4 vs scouted enemies) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 0%ACTIVE - INACTIVE Decoy: 50% until triggered Afterimage: 50%/75%   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects Effect: Effect:   Daily Routine: Craft X, X, X (alchemy formulae) | 1 hour Ritual: ___ | 1 hour Renew Momentum Pool: 1SP, lasts 16 hours Cast __ Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Hide this Defense Options Hide this Resources Martial Focus: 2/2 Stamina: 17/17    
  19. Refugee Column, Round 5 Outside Greenwood   Det takes another shot through her firing port. Where the precious one aimed for mass-destruction, this one needed pinpoint accuracy, and it succeeded. The pistol the Zealot was about to use against the driver of the livestock truck exploded in his hand as the shot struck it, fragments shredding the appendage as well as the face and neck he was holding it near. The shock and pain knocked him swinging, though through an amazing effort he managed to keep his grip on the rear-view mirror mount, swinging out then back up to the window. With the brief respite, the driver of said truck was able to retrieve the shotgun on the seat next to him, and the muzzle greeted the Zealot as he tried to regain a grip. He moved his head aside just in time to avoid most of the blast, but in doing so he lost his grip and dropped to the ground. The livestock truck kept going, but the off-road buggy which was looping around took the opportunity presented to it. It smashed into the downed Zealot, sending him flying through the air, bouncing off the ground, and not getting up again.   Atop the Tank, The Stump approached the Zealot, leading with his shield. "Come on, you freak! I'll send you back to hell, demon-spawn!" he shrieked, spittle flying from his mouth. Then Packer sent him flying with a mighty shove, through the air and over the back of the Tank. He hit the ground and rolled with the impact as the Tank kept moving. Still crying out expletives and curses, the Zealot trudged behind the tank, yanking a grenade off a clip and pulling the pin as he kept approaching.    Next to Packer, Tanya's light machine gun opened fire. She sent a long burst toward the platform of tall truck, where several enemies were nicely aligned for targeting. She saw puffs of blood and dust, and sprays of metal as her rounds chewed up the sides of the platform and tore chunks out of the Disciples atop it. The gunner on the side facing the Tank slumped over, his mounted gun pointing off in a non-threatening direction.    Next Duende took his shot. The round slammed right into and through the stuck zealot's chest, ripping a hole right through heart and lungs. It tore through so fast the other modification on the round were barely able to take hold, and didn't end up mattering anyway as the zealot collapsed, feet still glued to the top of the Jeep. Next to him, the other raider looked on in alarm, though he was now wheezing and sneezing violently in two clouds of toxin, barely able to muster enough strength to keep trying to saw through his bindings.   Amidst the cacophony of small arms fire, the big cannon split the air once again with a might boom. The round streaked through the air at close range right into the front of the gun mounting truck. It ripped right through the vehicle down its length, as smoke and fire blasted out in an explosion. The truck stopped in its tracks, completely ruined, with any occupants doubtless killed or stunned by the destructive impact.   The Tank veered steadily on under Doc's guidance, as he multitasked and shunted another toxic delivery through the launcher. It blasted its cloud all over and around the now-moving Harpooner vehicle. The occupants inside the cab and the Zealots in the back began sneezing, their bodies occupied by the involuntary reactions. The driver was not able to control the vehicle with any nuance, though he kept it moving forward. One of the Zealots in the rear was only able to squeeze one quick shot off toward Packer before another sneeze wracked him. It was surprisingly good one, on target, though it still glanced harmlessly off of The Stump's sturdy armor. The other zealot in the Harpooner handled the powder a little better, enough to empty his assault rifle at the Tank and everyone he could see on it. None found their mark or caused any harm.   The remaining raider vehicles all seemed to change tactics, through there was apparently little coordination of what exactly those tactics were. The remaining Trike kept speeding past the Tank, and headed in the general direction of the destroyed gun truck, perhaps to render assistance. The truck with a big buzzsaw stopped its pursuit of the refugees, and instead made a looping U-turn, wheels kicking up dirt in the maneuver, and re-oriented to make a charge at Tia. The driver of the platform truck appeared to decide he'd had enough, and turned the vehicle off the road over the bumpier ground, neither chasing the refugees nor engaging the tank. Maybe it was all the explosions and automatic fire wracking the upper deck, or the ceasing of his own machine guns, thought got through to the driver that this wasn't the kind of fight he wanted to stay in. Atop that truck, a few of the raiders still had some fight in them. Though both gunners were out of action, the Zealot with an RPG was reloading his weapon. Two other leaned over the rail and returned fire at the Crew, just barely missing Duende and Tanya.    "You did it! They're getting away!" Jana shouted, having opened up another small viewing port and observing the first of the escaping vehicles pass into the small valley that Tia had emerged from. Even the stragglers seemed like they would get away, with the raider vehicles refocusing efforts. At least with the notable exception of Jeep, still stuck through and being dragged behind the Harpooner.  OOC / MECHANICS OOC Round 5... Here we go... MECHANICS Crew Results  Det: Sunder attempt succeeds, and completely destroys the weapon the zealot was holding. All excess damage (a lot of it) applied to Zealot. The shot practically blew off his hand, so I made him make a climb check to continue hanging on, which he aced.  Packer: Successfully bullrushes the Trike Zealot, with enough success to push him right off the back of the tank. Zealot AOO fails, as does his attempt to grab onto the Tank. He does manage to fall and roll without taking much damage. Duende: Successfully scouts Zealot. Then straight up blows him away. Not making any save rolls for him because the crit killed him. - Vehicles and Raiders Scouted - Zuki Aggressive Flanking centered on tank, restores MF Tanya: Tanya fires a burst at almost everyone on top of the Platform Truck. I'm going to apply the rolls from closest to furthest. Starboard Gunner hit for 7 damage. He is now dying. (also still on fire, so bad news for him) Platform Zealot 2 hit for 2 damage Platform Raider 2 hit for 7 damage Platform Raider 1 hit for 7 damage Platform Zealot 1 missed.  I have a token still there for the Archon but he's already dead. The last attack would apply to the truck, though it doesn't breach hardness. - Common raider humanoids and vehicles are considered Scouted for your effects Martin: Hit with main cannon attack on the Gun Truck. This destroys the Gun Truck.  Doc: Drives Tank 55' W. Launches a Sneezing Powder encompassing the Harpooner truck and Jeep. Saves in roll thread, several become staggered. - Vehicles and Raiders are considered Scouted   Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable. Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed. Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response. Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy. Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes). Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle. Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities. Trikes: 1 driver, 1 rider Trucks: driver and cab passenger, usually 4 or so raiders in the back Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.   NPCs                                The Greenwood vehicles continue fleeing at top speed. They seem to be almost in the clear now as raider attention focused on Tank. The exception is the Jeep and its occupants, still stuck onto the Harpooner. Livestock Truck: With a window granted by Det shooting the Zealot, the Driver shoots the Zealot with a shotgun. Barely clinging to consciousness anyway, he falls off the side. The Buggy runs him over, finishing him off.    Platform Truck [broken]: Now veering off the path, seemingly disengaging. Port Gunner: Had put the fire out, but bleed takes him to 0. Dying. Starboard Gunner: Tanya's burst takes him to 0, and he's still on fire, so pretty much dead. P Zealot 1: Reloads RPG P Zealot 2: Succeeds on bot being on fire anymore. Takes two shots, targeting Duende and Tanya. Both miss (Tanya's cover saves her again) P Raider 2: Tries to shoot Packer, misses. P Raider 1: Taking full defense. Gun Truck [wrecked]: Taken out by Martin's cannon shot. Trike 1: Keeps driving after zealot jumped from back. Speeds over toward Gun Truck. Trike 1 Zealot: Rolls after being pushed off the tank. Runs 30' toward tank like a madman. It looks like he has pulled out a grenade and is holding it. Harpooner: Continues forward, still dragging the Jeep behind it. Harpooner Zealot 1: Has been killed. Harpooner Raider 1:  Still trying to free himself from tanglefoot Harpooner Zealot 2: Fires a pistol at Packer, misses Harpooner Zealot 3: Spray and Pray with his assault rifle. His prayer goes unanswered (all misses) BuzzTruck [broken]: U-turns, heading toward Tank. Knowledge Checks Identify Vehicles: K:Engineering Identify Raiders: K:Local Scene / Map / Enemies Cedar Valley and Greenwood  The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.  ___________________________ Map Roll20 Link Grid measurements are accurate. Tactical Closeup (click to enlarge)   ___________________________ ENEMIES > Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 5' -- Trike 1 Zealot: Chasing Tank | Range: 25' > Trike 2: Prone, out of action. > Trike 3 Prone, out of action. > BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 30' > GunTruck Wrecked, out of action > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 75'  - - Harpoon Raider 1 atop Jeep  - - Harpoon Zealots 2 and 3 in the back > Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). All top deck occupants have Partial Cover. Conditions: On Fire [Broken] | Range (at beginning of turn): 65' Archon: Dead P Raider 1: bloodied P Raider 2: bloodied P Zealot 1: bloodied P Zealot 2: bloodied Port Gunner: Dying Starboard Gunner: Dying ____________________________ Other NPCS Group of escapees from Greenwood • Off-roader buggy • Bus • Truck with big fuel tank • Hauler truck with trailer • Truck with livestock pen  • Cruiser • Jeep [Harpooned] • Dirt Bike  • Pickup [Wrecked, Prone] Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 18 (Reactive Armor)  Stress: 15 Engine Governor: OffTurn on/off as swift action. When on, +15' speed, 10 stress per turn Crew Martial Focus: NO _______________________ Main Cannon PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments Speed Loader Round: No (loader or gunner may reload as move action) 30 Ammo Capacity Base Cannon Rounds: 20 AP Rounds: 2 HE Rounds: 2 Canister Rounds: 2 ________________________ Gadgets and Secondary Weapons Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses. Launcher: Launch object any direction in 60' range increments. 2/4 uses. Hook and Pulley: Grab at distance, 20' increments. 4/4 uses. Gadgets: 10/10 remaining. Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options. Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 90/100 ammo. _________________________ Capacity Raw Material Storage: 500/500 lbs Passengers: 5/8 (Doc, Tanya, Martin, Det, Jana) | On Top: limited only by room (Packer, Duende) Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents  
  20. Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting   Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents.   Balance Status: Complete   Magical Statistics All Day Stats:  All Day AC: 50, 46 vs touch All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses+2 vs spells, su, spell-like abilities All Day Attack Bonus and Damage Dice, both melee and ranged:  Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63) Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range +6d4b (avg 15) for a Cherry Bomb, might be most common +8d6 (avg 28) fire for improved alchemist fire Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32 Can add energy strike destructive blast for additional 8d6b (avg 28) or make it a standard barrage at +28/+28 for some combination of above on each hit All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below Practitioner DC: 30 Traps/Alchemy DC: 32 Time/Illusion DC: 35 Destruction DC: 33 Other Spheres DC: 30 Hit Points: 210 Nova Stats:  Nova AC: 57, 53 touch conditions+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged:  Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23 Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354  Ranged Thrown Formulae +46 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic Fort DC36 or deafened/blinded 1d4+1 rounds  If within 30' Soul Strike and Ankle Strike Nova Save DC/Damage for Special Abilities: Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds.  Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast Both of above can be delivered as Time Strike Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects) Illusions: Will DC 35 to disbelieve or reduced effect Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against. Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities Significant Temporary/Long Term HP Boosts: 6d4 Temp HP for 1 hr via Vitalizing Vodka Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min Group Contributions:  Position-Dependent Effects: Momentum - a momentum pool of 31, within 30' allies can spend momentum to... Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack Resilient Momentum: spend 1 momentum when taking damage to reduce by 15 Optional Boosts: May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) May cast Shadow Shield on you, as above in HP section May cast suppression, making it hard to see you May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now Create Decoy trick on you for 10 rounds, 50% miss chance until decoy struck. Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects to everyone each day Healing: Salves: Heals 7d8+35 HP, can use 22x/day each person Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, or revive), 15x/day Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned. Resistances and Immunities:  Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath. Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25. Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin. Senses and Stealth:  Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker) Temporary Senses: Past sight, can see the past at short range, up to days in the past Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action. Non-Magical Statistics All Day Stats:  All Day AC: 46, 46 vs touch All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses+2 vs spells, su, spell-like abilities All Day Attack Bonus and Damage Dice, both melee and ranged:  Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS) Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range +6d4b (avg 15) for a Cherry Bomb, might be most common +8d6 (avg 28) fire for improved alchemist fire Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32 or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below Practitioner DC: 30 Traps/Alchemy DC: 32 Hit Points: 210 Nova Stats:  Nova AC: 50, 50 touch conditions+4 dodge against scouted opponent _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged:  Melee Unarmed Strike +36 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23 Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _  Ranged Thrown Formulae +38 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Opponent is feinted/flanked/otherwise lost dex to AC... Fatal Thrust + Skewer: +6d6 precision damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic +Deadly Shot (4d10 or 4d6) Fort DC36 or deafened/blinded 1d4+1 rounds  Ankle Strike if within 30' Possibly add trap with trap launcher Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damageAll of the above damage minus the Deadly Shot Mix of bludgeoning, sonic, fire/acid (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit).  Nova Save DC/Damage for Special Abilities: Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against. Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities Significant Temporary/Long Term HP Boosts: 6d4 Temp HP for 1 hr via Vitalizing Vodka Group Contributions:  Position-Dependent Effects: - Optional Boosts: May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects to everyone each day Healing: Salves: Heals 7d8+35 HP, can use 22x/day each person Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, or revive), 15x/day Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned. Resistances and Immunities:  Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath. Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold Damage Reduction: 4/Cold Iron. SR 25. Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin. Senses and Stealth:  Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker) Temporary Senses: - Stealth Effects: May make stealth checks to hide even when observed  
  21. Devlin  The common room had anything but common occupants, and Devlin took his time scanning faces and facades the moment he stepped in. His time was often a bit different than everyone else's, and a tap of the big watch chained to his hip and a twist of the chronogears adorning his fingers allowed his analysis to happen in an instant as time briefly dilated. A few occupants of the room mattered little, like the gaggle of low ranks at the corner table. Others mattered quite a bit more, and he recognized them through personal acquaintance or tell-tale personal details.    The two-headed giant could only be Roh'Gau, and the one with the blindfold and holding a rather pleasant looking bowl of soup he presumed must be Astrophel the Blind. Volkov and Yaronvael he'd worked and trained with before, and they shared more than a few techniques for taking down unwary monsters. The Gnoll, Garrack, he'd met under less than desirable circumstances, nearly taking out one of his cultists before realizing what he was dealing with. Thrack was always a good (and massive) hand, and Yukito behind a plume of smoke at the bar was a hell of a swordsman. Then there was... Devlin's eyes narrowed and his brow furrowed as he spotted that uniform, those epaulettes, and what he had to begrudgingly admit was a very fine cravat.    He marched straight up to the hunter, stabbing an accusatory finger at his thorny face, "Commandant Rasque! I thought you were gone and forgotten about on the Isle of the... Forgotten. You have some nerve showing your face around here! The campaign against the Arachnizombie... complete fiasco! Pincer maneuvers are supposed to have TWO sides, you know." Devlin pantomimed a crab claw with one hand, and very slowly and explicitly pointed to each side of the pincering appendage. Then to the others assembled nearby, "Supposed to be a tactical genius, this one is."   Devlin exhaled a calming breath, swiping at his well-coiffed hair, fixing his own slightly-more-simple cravat. Then he turned his head and gave a curt nod to Monique, seemingly only just noticing the scholar for the first time. "Rousseau. Always a pleasure. I read your paper on the Effects of Phlogiston on Aberration Anatomy at breakfast a fortnight ago. Insightful, and only a few faulty correlations... bravo." Reputation Devlin has a high opinion of himself, which is at least mostly earned. A highly regarded alchemist and a time manipulator and illusionist of some renown, he is a well-known and accomplished member of the guild with several noteworthy take-downs to his name. He's certainly not a legend yet, but he is clearly self aware about his legacy when he's done. Devlin makes plenty of public appearances on behalf of the Guild (in part where his moniker The Icon comes from), though even with his keen observatory abilities and intellect, he tends to overestimate his personal charm. Still, his skills in the field are unimpeachable, and he is a staunch ally when there's trouble.  
  22. Alright @Arklytte, pending approval of custom tradition, the mundane sheet, and a very few small talent choices to make final decisions on, I'm going to consider Devlin the Eye-con submitted for your consideration.   
  23. Refugee Column, Round 4 Outside Greenwood   As Tia growled forward, Tanya fired a specialized magnetic round. Though only denting the metal of the truck, it clamped on and emitted a powerful attractive force on the slugs fired from Tia's cannon, a little trick passed down from her father and his father before him.    Det's shot arrived next, and destruction followed. The Archon had just finished delivering a damning condemnation, and he was taking a breath to deliver instructions for wrath upon the armored interlopers. Her modified round struck him on his armor with a small explosion, spinning him around. Then came the big explosion, erupting from his chest and washing over all the Wrathful behind him. They would have been blown off their feet were they not already standing against rails and otherwise tightly packed, but several caught fire from the burning explosive. More bangs signified additional shots delivered from Det's rifle, hitting the burning targets lit brightly by her flames, and delivering tertiary explosions. The Archon collapsed against the front of the platform, now a limp and smoldering figurehead for the vessel. One of his followers just stared, stunned, while the others tried to collect themselves for retaliation.    It didn't help their efforts that the big platform truck was next stuck by a shot from the Boom Box. It smashed into the middle just behind the cab, spraying hot shrapnel out the other side. The vehicle was rocked and knocked to the side. The screeching sound of tearing metal followed as the giant buzzsaw on the truck behind it dug into the rear, sheering away metal, cutting through one of the supports of the platform. Amazingly, the whole contraption continued driving forward, but it was guesswork how long it would be before it simply collapsed.    Next one of Doc's spheres launched from the Tank in a puff of steam, and smashed in a cloud between the Harpooner vehicle and the Jeep. The raiders atop the Jeep began coughing, and visibly swayed as the toxin affected them.    Duende unleashed his own barrage of deadly metal. One shot snapped against the attack trike, gumming up its mechanisms, though it broke free of wires that snapped against the ground. The driver barred his teeth in effort as he tried to control it. His next shots struck the zealot in the livestock truck, and the two raiders on the jeep. Both of the latter were stuck to the roof of the jeep my the modified round, while the zealot in the truck ahead managed to avoid being locked down, even as the material still entangled him. One final shot grazed the neck of a gunner on the platform truck, causing blood to begin gushing from the wound.   Packer pushed the speed loader round into the breech, the extra hitch as he closed it up telling him that he didn't quite fit the round in perfectly. No matter, it would still fire. He practically leapt up the steps through the loader hatch, arriving atop Tia and setting his shield. And none-to-soon.   Metal began zipping and pinging off of the Tank and Packer's giant shield as a deluge of fire came in from multiple directions. The starboard gunner on the platform truck unleashed a long chattering spray of machine gun fire, apparently trying to hit anything he could. The gun truck kept advancing as well, and the gunner on that vehicle fired a more focused burst. Packer felt in impact on his armor as a round glanced off, and several on his shield as he lowered it to provide extra cover to Tanya's head and torso.    A steak of smoke erupted from the top deck of the platform truck. "RPG!" one of the Tanker's shouted, and the braced themselves. But the rocketing explosive arced wide, and sent an explosion of dirt into the air a few dozen meters behind the tank. More muzzle flares came from the top deck of the platform truck as the individual raiders also fired their personal firearms at the tank riders. No strangers to flying lead, Tia's Tankers held fast and no one was hit.   The platform truck kept going forward, and the buzzsaw truck was able to extricate its weapon from the back, swerve, and continue in pursuit of the fleeing refugee vehicles. Those were now gaining ground, though the buggy in the lead with the woman who'd been signaling turned suddenly coming around in a loop, appearing to maneuver to get in the rear of the formation, or perhaps to offer assistance if it was needed. On the livestock truck, the zealot had crawled over the sideboard, almost disappearing from sight, and sidled along to the driver-side window where he appeared to get into a struggle with the driver.   The Harpooner vehicle accelerated, crunching against the jeep, pushing past its rear bumper, and driving toward the Tank. The grapple line was still attached, and the rear end of the jeep was pulled around forward as Harpooner moved, being dragged along with it. The vehicle moved through and out the other side of Doc's toxic cloud, though the front end of the jeep didn't quite make it clear. The raiders atop were stuck fast, injured by gunfire, and trying to cut their way out of the restraining material.   The buzz of a trike motor and a maniacal war cry punched through the noise. The remaining trike, though struggling, had maneuvered around and closed on the tank. The zealot on back poured a bottle of some liquid into his mouth, and was the source of the ululation. As the trike came close to the Tank, the maddened warrior launched himself off with a rather impressive leap, landed on back of the Tank, and struck down with the bulky end of his polearm. "Die sinners!" he yelled. It was apparently a grenade attached the pole, for it exploded on contact, flame and shrapnel reflecting off the tank's hull and slicing through the air nearby. One of the ablative plates Det had installed took the impact for the tank. The Zealot himself was rocked by the blast, though despite some sliced skin and a shredded ear, he seemed remarkably intact. Hot bits of metal and a concussive impact also washed over Tanya and Duende, and the sound of it thrummed through the tank interior below.   OOC / MECHANICS OOC Round 4... FIGHT! (Tanya and Duende need to make a DC20 ref save). Packer didn't end up needing to use any actions to increase others' AC, though if he has anything to help ref saves, that would help Tanya and Duende. MECHANICS Crew Results  Tanya: Hits the Platform Truck with a loadstone shot, the hardness absorbs all damage but everyone else gets +3 on hitting it. - Common raider humanoids and vehicles are considered Scouted for your effects Doc: Drives Tank 70' SW. Launches a Drowsy Venom to front bumper intersection of Harpooner. All within the burst fail their save and become fatigued, except for the passenger in the Jeep. - Vehicles and Raiders are considered Scouted Martin: Hit with main cannon attack on the Platform Truck, dealing 78 damage (before hardness, etc). It has gained the Broken condition. Bullrush succeeds, driving it into the front of BuzzTruck. The Buzzsaw deals additional damage. Packer: Reloads from the Speed Rack, and heads topside. Prepares to defend allies. Det: Puts the governor back on, and fire a really mean shot.  Archon hit with initial shot, dealing damage. Adjacent raiders suffer Explosive Rounds damage. Archon fails save, Land Mine triggered on detonator sending an Incendiary cone backwards. Archon, P Zealot 2, both Gunners, and the truck suffer the full effects of the explosive and are set on fire P Raider 1, 2 and P Zealot 1 make the save, only suffering half damage. Archon, P Zealot 2, Starboard Gunner, Port Gunner trigger AOOs from Det, all of which connect. Both raiders take additional splash damage. Duende: Goes agro and shoots lots of stuff. Trike 1, BuzzZealot 1, Harpooner Raider 1 and Harpooner Zealot 2 are all Hit (Zealot 2 twice) Trike and Buzz Zealot 1 save against Tanglefoot, suffering the lesser effects Both enemies atop jeep fail saves, and are glued to the top, unable to move. - Vehicles and Raiders Scouted - Zuki restores Duende's and Tank's Martial Focus Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable. Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed. Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response. Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy. Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes). Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle. Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities. Trikes: 1 driver, 1 rider Trucks: driver and cab passenger, usually 4 or so raiders in the back Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.   NPCs                                The Greenwood vehicles continue fleeing at top speed. The lead buggy pulls around, doing a bit of a loop, seeming to be ready to give assistance. Platform Truck [broken]: Has taken a lot of damage, but still rolling. All passengers take actions before it moves forward. Port Gunner: Leaves gun, spends action rolling on the ground to try and put out fire on himself. Succeeds. Starboard Gunner: Suppressing Fire attempt, encompassing all PCs except Martin. Result is 15, which doesn't hit anyone's touch AC. All safe. P Zealot 1: Takes a swig of something. 5'step to other side, fires an RPG at Tank. Misses. P Zealot 2: Barrage attack vs Duende with a longarm. Unless there is an effect reducing your AC to 15/16, it misses. P Raider 2: Tries to shoot Packer, misses. P Raider 1: Mostly confused, hurting, checking on Archon. Archon is dead. Gun Truck [broken]: Continues coming straight for Tank. Fires another burst encompassing Packer, Tanya, Tank. Almost hits Tanya, but between Packer's extra protection and Cover, it misses. Trike 1: Closes on the Tank, moving to just behind it (barely making it with reduced speed).  Trike 1 Zealot: Drinks something on the way in. Then leaps onto the tank, planting the thick back end of spear upon landing. The HEAT grenade explodes, doing some damage to the reactive armor Temp HP. The blast encompasses Tanya and Duende for 14 b/p/s damage (ref save DC20 for half). The Zealot is caught in the blast as well, but is still standing atop the Tank. Harpooner: Accelerates and veers right, pushing the Jeep out of the way. The cord is still attached, which turns the Jeep's backside. The movement brings the remaining occupants of the vehicle through the Drowsy Venom, but they make their saves.  Harpooner Zealot 1: Stuck atop Jeep, trying to cut away tanglefoot goo. Harpooner Raider 1:  Stuck atop Jeep, pulls out knife to cut away tanglefoot goo. BuzzTruck [broken]: After colliding with Platform Truck, swerves, pulls forward and continues chasing refugees (though is mostly losing ground now. Buzz Zealot 1: On livestock truck. Though has taken a shot, climbs over the side and scoots along to driver side. Reaches in through window.   (Dust could is mostly dissipating, and no longer offering concealment)   Knowledge Checks Identify Vehicles: K:Engineering Identify Raiders: K:Local Scene / Map / Enemies Cedar Valley and Greenwood  The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.  ___________________________ Map Roll20 Link Grid measurements are accurate. Tactical Closeup (click to enlarge)   ___________________________ ENEMIES > Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 5' -- Trike 1 Zealot: On back of Tank > Trike 2: Prone, out of action. > Trike 3 Prone, out of action. > BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 80'   - - Buzz Zealot 1 on side of Livestock truck. Current position has Cover from Tank > GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: [Broken] | Range (at beginning of turn): 95' > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 75'  - - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep > Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). All top deck occupants have Partial Cover. Conditions: On Fire [Broken] | Range (at beginning of turn): 65' Archon: Dead P Raider 1:  P Raider 2: P Zealot 1: P Zealot 2: On fire Port Gunner: Bleeding Starboard Gunner: On Fire ____________________________ Other NPCS Group of escapees from Greenwood • Off-roader buggy • Bus • Truck with big fuel tank • Hauler truck with trailer • Truck with livestock pen (Zealot in back) • Cruiser • Jeep [Harpooned] • Dirt Bike  • Pickup [Wrecked, Prone] Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 18 (Reactive Armor)  Stress: 15 Engine Governor: OffTurn on/off as swift action. When on, +15' speed, 10 stress per turn Crew Martial Focus: 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: 21 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. Launcher: Launch object any direction in 60' range increments. 3/4 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. 100/100 ammo. _________________________ Capacity Raw Material Storage: 500/500 lbs Passengers: 5/8 (Doc, Tanya, Martin, Det, Jana) | On Top: limited only by room (Packer, Duende) Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents  
  24. Refugee Column, Round 3 Outside Greenwood   Duende fired another deadly shot at his second target, this one the vehicle instead of the rider. The round caused clear damage, though not destructive enough to take out the trike. However wires shot out to all sides. Several shot tiny grapples into the ground, but the momentum of the vehicle and the driver's maneuvering tugged them out of the ground. It wasn't enough though, and the wires flailed around, whipped under the front wheel, and brought the rotation to a sudden and devastating stop. Driver and rider both were launched forward as the trike toppled end-over-end, both bouncing and rolling along the ground.    Before the could get to their feet, the cruiser car had maneuvered around the upended trike, swerved back to line up on the raiders, and accelerated. The man and woman from the trike were struck by the vehicle, the zealot grunting as she disappeared beneath the tires, the trike driver spun around violently as the car clipped him.    Martin's shot with the main cannon once again struck its target. The buzz-saw vehicle was rocked as the cannon slug slammed into it dead center. It swerved nearly out of control, though the shot didn't knock it completely off its trajectory as it had the gun truck. Still, the side was badly crumpled, and smoke was pouring out of the back of the vehicle. It lost ground on livestock truck ahead of it as it lost speed. The Zealot in the back of the livestock truck looked back in alarm, then hunkered down and moved forward in the bed of the truck.   The trike on the west side of the formation stopped woking on the dirt bike rider, and swooped to the right, beginning to cut across the column of refugees. The big platform truck wove around the other trike just downed by Duende, accelerated and closed in the formation. The gunners on both sides opened up, muzzles flashing as tracers spewed out. The left side fired a burst at the dirtbiker, kicking up dirt all around him. The right side fired at Tia, a long continuous burst. Most rounds missed completely, and those that didn't ricocheted harmlessly off the strongest forward armor.    Those weren't the only rounds pinging off the tank. The gun truck still rumbled toward it, going off road to close directly, and the gunner had fired another burst. This one missed Duende and didn't target Tanya, but several of the shots were nicely on target, rattling and pinging where the the turret connected to the main body of the tank. It was unlikely to have done any real damage, but the Crew would have to check it out later.   The Harpooner vehicle had the Jeep well lanced, and the two raiders atop were busy attacking the occupants. They were clearly in serious trouble, if they still survived at all. The front of the refugee formation continued to speed on, trying to escape the violence on their tails.   OOC New map on Roll20! Ranges and sizes might look a touch different. Hope everyone in the US enjoys their 4th of July weekend. MECHANICS Crew Results                   Tanya: Activate Advisory Scout, giving Find Gap bonus (-2 AC) to all Tankers 2 rounds. - Common raider humanoids and vehicles are considered Scouted for your effects Doc: Continues moving tank southeast. Activates moving target and Sharp Turns to face SW. - Vehicles and Raiders are considered Scouted Duende: Attack hits Trike 3. It does half damage to an object. Driver helps trike save against Tanglefoot, but fails save vs Tripwire, taking damage and falling prone.  - Vehicles and Raiders Scouted - Zuki restores Duende's and Tank's Martial Focus Martin: Hit with main cannon attack on the BuzzTruck. It has gained the Broken condition. Bullrush fails. Packer: Puts another Slug in the Speed Loader Rack. Fails sweet spot. Det: Per discord, removes 25 stress from tank. Makes an opening (now has Improved Cover, enemies have partial cover against her shots). Governor continues to be off (don't need to take action to keep it off), giving +15 speed. Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable. Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed. Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response. Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy. Doc/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes). Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle. Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities. Trikes: 1 driver, 1 rider Trucks: driver and cab passenger, usually 4 or so raiders in the back Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.   NPCs                                The Greenwood vehicles continue fleeing at top speed. The lead buggy passenger is signaling in WayfairerFor those that know Wayfairer: Using a flag sign that is asking for immediate and emergency help. The communicator also has the wherewithal to accompany it with a hand sign indicating they have the means and willingness to compensate for that assistance. It is an advanced modification that has been known to sweeten the pot a bit when asking another wastelander to put themselves in danger on your behalf. Trike 1: Disengages with Dirt Bike, cutting across refugee formation. Trike 3: Knocked prone by Duende. Driver and Zealot thrown off taking damage, then run over by the refugee cruiser taking more damage. • Trike 3 Driver: prone and damaged • Trike 3 Zealot: prone and damaged Gun Truck: Continues coming straight for Tank. Fires another burst encompassing Duende (complete miss) and Tank. Crit on Tank, fails to confirm. Damage fails to overcome Tank's hardness. Harpooner: Still attached to the Jeep and slowing down with it. Zealot and Raider attacking occupants. • Harpooner Zealot 1: Atop Jeep, attacking occupants. • Harpooner Raider 1:  Atop Jeep, attacking occupants. BuzzTruck: Hit by main cannon, heavily damaged (Broken). Slows down, losing some position on the Livestock Truck. • Buzz Zealot 1: In back of Livestock Truck.  Platform Truck: Pulls ahead, coming closer to main formation. Both gunners opening fire.  • Port Gunner: Fires a burst at the dirt bike, narrowly missing • Starboard Gunner: Begins a sustained fire attempt vs. Tank. Misses quite a bit. • Other occupants: Archon, Platform Zealot 1&2, Platform Raider 1&2   The vehicles to the rear of the enemy pack are in the midst of a dust cloud kicked up by the pursued vehicles, giving them concealment (noted in enemies tab). In addition, if there is a vehicle in front of a target you are trying to shoot, the one behind has cover (soft cover). Upon a miss in this scenario, there is a 10% chance you hit the vehicle in front.   Knowledge Checks Identify Vehicles: K:Engineering Identify Raiders: K:Local Scene / Map / Enemies Cedar Valley and Greenwood  The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.  ___________________________ Map Roll20 Link (Range has closed to usual tactical range. I've reinstituted the grid. I'm keeping the range rings up for convenience, but you should use the measuring tool on Roll20 for accurate ranges. Tactical Closeup (click to enlarge)   ___________________________ Enemies > Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 125' > Trike 2: Prone, out of action. > Trike 3 Prone, out of action. > BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 140'   - - Buzz Zealot 1 on back of Livestock truck.  > GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: [Broken] | Range (at beginning of turn): 210' > Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 225'  - - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep > Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). Conditions: - [Unscratched] | Range (at beginning of turn): 110' ____________________________ Other NPCS Group of escapees from Greenwood • Off-roader buggy • Bus • Truck with big fuel tank • Hauler truck with trailer • Truck with livestock pen (Zealot in back) • Cruiser • Jeep [Harpooned] • Dirt Bike  • Pickup [Wrecked, Prone] Tank THE TANK Gargantuan Land Vehicle (15'W x 25'H x 15'H) 40 base speed | 32 AC | 15 Hardness HP: 170/170 | Temp HP: 28 (Reactive Armor)  Stress: 15 Engine Governor: Off, +15 speed, 10 stress/turn (turn back on as swift action) Crew Martial Focus: Yes _______________________ Main Cannon PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments Speed Loader Round: Yes (loader or gunner may reload as move action) 30 Ammo Capacity Base Cannon Rounds: 22 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. Launcher: Launch object any direction in 60' range increments. 4/4 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. 100/100 ammo. _________________________ Capacity Raw Material Storage: 500/500 lbs Passengers: 7/8 (Crew, +Jana) Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
  25. Oh snap! I didn't read carefully enough. Nice.
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