Part 1 The Hassashar Trade Route (Thunderscape PbP) (Inactive)

Game Master BinkyBo

>combat map rd1<


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Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Welcome Korbinian and Yatin. Nice characters!

@Yatin - any chance we could have an alias of your character rather than the praying mantis? Is no problem, I'd just prefer to see a closer approximation of your tanned brooding hulk. ;)

If I can find a better approximation of Ommka I will - 1st Edition ADnD vegepygmies are a perfect fit, but PF vegepygmy art does nothing for me. Sadly, finding an avatar has been... difficult...

I hope to have my equipment and backstory/personality finished tonight Oz-time.


M Humanborn

Yeah, i wish you could upload your own avatar. When you play in a lot of games, there can be some confusion.

@ Yatin: Korbinian isn't proclaiming crabs to be superior. simply the closest thing i could think of that could do slam attacks while being ridden. if he were to proclaim anything as superior, it would be golems of any shape :D

@ Yatin again: Ah, I might have seen your game and passed over it, then. I find myself kind of burnt out when large posts are expected. I find large posts clunky in what is more of a "dialogue" situation, and I can only describe my various attacks so many ways before it feels repetitive.

Also I sometimes check from my phone, so typing a lot is a chore, and one that rarely pays off given that my phone is... touchy with the typing. Cant seem to get ducking autocorrect off.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@Yatin - I've considered running a PbP where the story is written up in Gameplay and all gamestuff, discussion and rolls happen in Discussion. Looks good.


M Humanborn

Just looked at it. I hadn't seen your recruitment before.

It is pretty cool how you did it up though. Much easier to read at length, and i assume more enjoyable as well.


I think it's way more enjoyable to read a chapter-like turn without all the dice rolling, discussion, and disjointed posts that are normal in PbPs.

However, I'm not here to beat my chest but I would be happy to discuss the merits of turn recaps PbPs vs regular PbPs but this is not the forum for this.

So let's get back to this game before the GM gets mad at us. :)

So... do we know each other? Do we have some sort of connection?

Are we the 'A-team'?

If we're supposed to be an 'elite commando team', have we considered starting a couple of levels higher (and adjust challenges accordingly)?

Game on!

PS: I'll look for another avatar of a burly, angry man later tonight. Please point me to one if you have one in mind.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@ Yatin: I'm happy for Ommka to have links/relations with Yatin already - given Ommka is a walking plant/forest avatar with biological botanical implants it is entirely plausible that they would be on good terms despite Yatin's… personality quirks. Ommka would enjoy being temporary habitat for all manner of creepy crawlies. Also respect for an ally's capabilities far outstrips personality clashes. Which can still be troublesome… :)

@ Level Considerations: I'm much happier starting at this level rather than higher. From the opening post it seems like we were mentioned as being of value but not specifically an elite team. I would think that we are a team, so should act accordingly. We have perhaps worked together once or twice, and have formed a loose mercenary band.

Thoughts Herman, Korbinian?

@ RL has me in the grip right now, so I'm still yet to post my backstory nor have I purchased equipment… I'll try to get Ommka's personality at least out of the way...


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@ DM/Binkybo: I always link this guide to successful PbP advice thread in all the PbP's I play in.

Not saying anyone needs it, but it is an excellent resource and full of great advice...


Yatin wrote:

So... do we know each other? Do we have some sort of connection?

Are we the 'A-team'?

If we're supposed to be an 'elite commando team', have we considered starting a couple of levels higher (and adjust challenges accordingly)?

There are a few options.

The trading company is paying you for the job.

You likely have either...

Worked for them before,
Are known to the "recruiter scout's" web of contacts,
Have had an opportunity for a "display of power" (some altercation in or around Blackport in which you were both successful and in the right.)

You are not known as an elite force. The Rhan would rather it not be known he "needs" the help of some Urbana-based organization. They do not anticipate this will be a difficult mission. You are.. RUSCs...
Relatively Unknown, and Seemingly Capable.


Viluki:
- I don't have the systems mastery regarding vehicles yet to be confident in any modification, but...

Right now I see a couple options

Option 1) (This option is more affected by my balance concerns)
add vehicle features such as...

(Steamwagon and Scuttler only)
Tank Plating: The pilot has only a slit to look through, but may open
a hatch to see the outside world clearly. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s hatch
is open, that crew member’s cover is reduced from total to partial
(standard for Scuttler).

Integrated Turret: The mounted weapon has a limited arc of fire. Targets must
be in within a 90 degree cone of the vehicle's forward facing. When manning
a turret, the gunner's cover is reduced from total to partial (standard for Scuttler).

option 2 for integrated turret
Replace forward-facing arc of fire with a "Slow-turning gun mount"
Add to load time... "It requires 2 full round actions to reload the cannon and rotate the turret up to 90 degrees."

Upgraded Turret: Requires Integrated Turret. Your mounted weapon no longer has a limited arc of fire.

Option 2) (My preference) Thunderscout archetype who has specific basic and advanced vehicles added to the list with features similar to the plating and turret modifications at the cost of a feature point, as well as lose the option to select the Steamjouster technique.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

I'm easy with either of the three options, but lean more toward #2:

[Quote-DM Bloodgargler]Are known to the "recruiter scout's" web of contacts

Happy to be RUSCs! :)


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

It's all good with me.


Feel free to make gameplay posts whenever you are ready and comfortable with your recent background.


male human level 4 rogue

GM:

So an archetype... Here we go, Tank Commander. Presenting basic ideas here, tell me what you think. GM 2 contains descriptions (but not stats) of the various tanks.

● Signature Tank (Ex) - This functions as the normal thunder scout class feature, except that the thunder scout does not receive an additional vehicle at level 7. He does receive an additional vehicle at level 11 (instead of level 13) however. In addition his list of vehicles is replaced with the following.

Basic: Wolf, Wildcat & Cobra.

Advanced: Shark, Hornet & Drake.

Superior: Dawnbringer

In addition some features are replaced by new ones relevant to this archetype.

The following features are replaced: Sidecar, Gravity pistons, Advanced pumps and Emergency booster.

The following features are gained.

Smoke launchers (an attachment that fires moke grenades to provide concealment), Flamer (converts alchemist's fire into a line or spray), Plow (bonus to overrun/bullrush attempts and used to demolish road blocks and obstacles) & Bullet proof (gives a hardiness score that applies only against arrows, bullets and other small arm ranged projectiles).

HP dice on tanks is calculated at max instead of half HD per level.

Speed bonuses from vehicle advancement are halved for tanks.

GM 2:

Wolf: The Wolf is the basic infantry support tank, in the world of tanks the Wolf is designed to be reliable, reasonably tough and versatile. Think say by replacing gunner tripods with smoke grenade launchers and flamers for instance.

Wildcat: The Wildcat is the "speedster" tank fast, all terrain but fragile and primarily an anti infantry skirmisher. Instead of a cannon in the turret it has a large rifle that can be reloaded and fired like a normal one by the gunner.

Cobra: The Cobra is lightly armored and is designed for long range artillery duty, think a cannon on treads (but a good cannon on treads).

Shark: The shark is a tank destroyer, in effect it is designed to deal with Large/Huge+ creatures/vehicles.

Hornet: The hornet is built on the wildcat chassis and in addition to being fast is designed to be stealthy as well. By stealthy I mean a quiet engine, large size (like it's wildcat cousin) and smoke grenade launchers.

Drake: The drake is a slightly larger version of the wolfhound that is designed to "smoke out" the enemy via flamethrowers, smoke grenade launchers and so forth.


OK, so Yatin doesn't know politics and I'll continue to play him as such.

However, Fabian is very interested in politics, especially thinking for a potential Thunderscape game.

So, is Yvek Hassashar an actual Rhan? I think you deviated some from canon, right?

That's OK but what is he a Rhan of? What area, city, whatever is he in charge of?

Thanks,

Fabian


Yatin - No, this is not canon. (I figured having the "greater powers" hands-off in this situation would buy me some time to better learn the politics.) We'll say this is 1128. Yvek Hassashar has just been named Rhan of Aqiribast - the settlement built around the facility.

Successful Knowledge (local) rolls might give some more background to this Rhan Hassashar if anyone who is so skilled is curious. Know(local) or Know(history) to know about Aqiribast.
Otherwise, most questions can be answered by the NPCs. (I'm stalling now so those ready don't get too far before everybuddy else is.)

Viluki:
Good stuff. We can hammer this over the next couple days.
One thing... as Tanks' standard features are going to be inherently better, there may be more balancing necessary for the archetype.
I will work out proposals for tank stat blocks based on your work, and post them tomorrow morning.


DM Bloodgargler wrote:

Yatin - No, this is not canon. (I figured having the "greater powers" hands-off in this situation would buy me some time to better learn the politics.) We'll say this is 1128. Yvek Hassashar has just been named Rhan of Aqiribast - the settlement built around the facility.

Successful Knowledge (local) rolls might give some more background to this Rhan Hassashar if anyone who is so skilled is curious. Know(local) or Know(history) to know about Aqiribast.
Otherwise, most questions can be answered by the NPCs. (I'm stalling now so those ready don't get too far before everybuddy else is.)

Cool, thanks for the answers.

Just to make sure we're on the same page here, my verminous scout (INT=6) can understand the languages I speak and can communicate telepathically what he hears. Is this your understanding?

So Yatin has the veritable 'fly on the wall'.


@Ommka: I never had the chance to roleplay with a plant so you'll have to bear with me. I'm not sure I can relate to what motivates a plant, what it fears, wants, etc.

But this will be good because I'll just pass this on to Yatin.

Anyway, with so many cool races/nationalities to play in Thunderscape, what motivated you to make a new race and play a plant?


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@ Yatin - Ommka's just like anyone else with a soul, mind and spirit. She has her own personality, motivations and peculiarities. Except more than anything she fears being bound in darkness to die, wilting.

And as you say, let Yatin make his own mind up. ;P

As to why - I'm a vegepygmy fan going back to the early 80's. None of the Aden races really grab me apart from the Rapacians- mostly I play Humans.

When I started to mesh the Golemoid and Seer together I started to get a feel for a biological/botanical corollary to Manite implant technology - my own campaign world has creatures called Wudd that are born from humans who have given their life (at its end or before) to the forest by encasing themselves in a chrysalis-type bud. On bursting a proto-Wudd emerges from the encasement, soul cleansed and reformatted, but with faint traces of the former occupant's memories, spirit, personality etc. Wudd "biotechnology" is also implantable.

Reskinning a Ghoran seemed the easiest method to achieve something similar. :)


male
Ommka wrote:

As to why - I'm a vegepygmy fan going back to the early 80's. None of the Aden races really grab me apart from the Rapacians- mostly I play Humans.

When I started to mesh the Golemoid and Seer together I started to get a feel for a biological/botanical corollary to Manite implant technology - my own campaign world has creatures called Wudd that are born from humans who have given their life (at its end or before) to the forest by encasing themselves in a chrysalis-type bud. On bursting a proto-Wudd emerges from the encasement, soul cleansed and reformatted, but with faint traces of the former occupant's memories, spirit, personality etc. Wudd "biotechnology" is also implantable.

Reskinning a Ghoran seemed the easiest method to achieve something similar. :)

See the rapacians didn't do it for me but I cam really close to submitting a ferran. I made a ferran (wolf) ranger for another Thunderscape on these boards that never got off the ground.

So back to Ommka, is she part of a community or just a weird creature just roaming Aden. If community, where and what characteristics?

I like biological implants and it's something I'll pursue with Yatin (insect parts of course) if this campaign allows for this sort of development.

Also, the giving up their lives voluntarily still reminds of the Elfstones of Shannara from way back. Good book.


Viluki:

Needs work, but what I have so far...

Tank Commander
Signature Tank (Ex) - This functions as the normal thunder scout class
feature, except that the thunder scout does not receive an additional
vehicle at level 7. He does receive an additional vehicle at level 11
(instead of level 13) however. In addition his list of vehicles is
replaced with the following.

Basic: Wolf, Wildcat & Cobra. Advanced: Shark, Hornet & Drake.
Superior: Dawnbringer

Tank in Attack: At 3rd level, he gains a +2 circumstance bonus to
attack and damage rolls on any turn in which she has moved 30 feet or
more (whether on foot or in a vehicle). This bonus only applies on her
turn. A tank commander does not receive Mobility as part of the
Scout's Mobility class feature.

Bonus speed from vehicle advancement is halved for tanks.

In addition some features are replaced by new ones relevant to this archetype.
The following features are removed: Sidecar, Gravity pistons, Advanced pumps,
and Emergency booster.

The following features are gained:
Smoke launcher, Flamer, Plow, & Bullet proof.

Durable Materials: All tanks receive a bonus +6 to hp, or +2hp per HD,
whichever is higher. This feature stacks with others which increase
hp/HD.

Hatches: To pass through a hatch is a move action, whether from
interior to gunner position or vice versa. Average lock DC25 to pick.

Wolfhound
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+8 armor, -2 size, -1 dex)
Hit Points: 44 (3d10+20+6+3)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 18
Dexterity: 8
CMB: +6
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunners
Maximum Weapons: 3
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (medium): The vehicle gains a +8 armor bonus to AC.
Medium armor reduces the vehicle’s overall speed by 10. A
vehicle with medium armor can only rush at 4 times its normal
speed (6 times if the high speed feature is chosen).

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Flamer: 20' line touch attack, 2d6 fire damage DC15 to avoid 1d6 following round.

Smoker: 80' range, AoE:15' radius, 3 crewman actions to reload

Superior Materials: The vehicle has been reinforced with toughened
materials, allowing it to sustain more damage. It gains +3 hit
points, or +1 hit point per hit die, whichever is greater.

Wildcat
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 17 (+8 armor, -2 size, +1 dex)
Hit Points: 41 (3d10+20+6)
Speed: 40 ft. ; Speeding: 20 ft.
Space: 15 ft. X 20 ft.
Strength: 16
Dexterity: 12
CMB: +5
CMD: 16 (+8 vs. trip)
Crew Stations: pilot, 1 gunner tripod, 1 mounted gunner.
Maximum Weapons: 3
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (medium): The vehicle gains a +8 armor bonus to AC.
Medium armor reduces the vehicle’s overall speed by 10. A
vehicle with medium armor can only rush at 4 times its normal
speed (6 times if the high speed feature is chosen).

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Mounted High Caliber: 2d8 18-20/x3 damage, 100' range inc
(Ammo 6gp/10 rounds = 2 lbs.) Gunner manning the turret receives
standard cover instead of partial.

All-Terrain: All-terrain vehicles can ignore up to 2 squares of
difficult terrain per turn, moving over them as if they were normal
terrain.

Cobra
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 16 (+8 armor, -2 size)
Hit Points: 41 (3d10+20+6)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 16
Dexterity: 10
CMB: +5
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 1 gunner tripod, 1 cannon
Maximum Weapons: 3
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic

Standard Features:
Armor (medium): The vehicle gains a +8 armor bonus to AC.
Medium armor reduces the vehicle’s overall speed by 10. A
vehicle with medium armor can only rush at 4 times its normal
speed (6 times if the high speed feature is chosen).

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.


M Humanborn

Sorry for no post yesterday i was at work until 11pm. Normally i get off at 2pm.


Terrible connection right now... finishing mission map for briefing, and will update gameplay later.


Hey DM, thanks for the map but can you please explain it a little bit.

I take it that the gray areas are cliffs and are above the light brown areas.

But what about the dark brown areas? Is that supposed to mean a different elevation or underground (in the mountain)? I'm also confused about the 'old mining complex' and how it overlaps both gray and brown areas.

Sorry for the extra work but I just want to make sure I understand and make use of the tactical advantages provided.

It would be a shame not to properly use your map.

Thanks,


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Ommka asked some of those questions in Gameplay. ;)

I thought the dark brown was inside the mountain.

I figure the old mining complex is partly inside the mountain.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Umm, where is Herman, and have we heard from Arknight?


Tan is ground level
Grey is elevated but flat
Dark Brown is cliff or mountainside... most of which is impassable.
The Old Mining complex is split level. (and yes, goes deep into the mountain.)

Waypoint 1 is underground. A connecting tunnel (not shown) leads to the ground level of the mining complex near Waypoint 2 - which is the freight elevator.


GM:

Wolfhound: That sounds more like the drake to me, the Wolf is more akin to the M-4 Sherman. A "cheap" mass produced tank that can easily be retrofitted into a specialist tank, the vanilla Wolf is a generalist tank. Here is my interpretation.

Wolf
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+8 armor, -2 size, -1 dex)
Hit Points: 44 (3d10+20+6+3)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 18
Dexterity: 8
CMB: +6
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunner tripods, 2 mounted gunners
Maximum Weapons: 3 (2 gunner tripods, 1 cannon)
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (medium): The vehicle gains a +8 armor bonus to AC.
Medium armor reduces the vehicle’s overall speed by 10. A
vehicle with medium armor can only rush at 4 times its normal
speed (6 times if the high speed feature is chosen).

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.

Superior Materials: The vehicle has been reinforced with toughened
materials, allowing it to sustain more damage. It gains +3 hit
points, or +1 hit point per hit die, whichever is greater.

Cobra: The Cobra is intended to be the "glass cannon" of the bunch, accurate and lethal at long range but sucks when got at short range...

Cobra
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 12 (+4 armor, -2 size)
Hit Points: 41 (3d10+20+6)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 16
Dexterity: 10
CMB: +5
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunners
Maximum Weapons: 1
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic

Standard Features:
Armor (light): The vehicle gains a +4 armor bonus to AC.

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.

Mortar fire: As a full round action the Cobra's gunners may select a target square within a 180 feet, every time they fire the cannon at that square they gain a +4 bonus to their attack roll. In addition to this they reroll any 1s in the damage dice.

Wildcat: The Wildcat I envisioned was kind of like this... (http://www.militaryfactory.com/armor/detail.asp?armor_id=225). Here is my interpretation.

Large Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+4 armor, -1 size, +2 dex)
Hit Points: 41 (3d10+20+6)
Speed: 50 ft. ; Speeding: 25 ft.
Space: 10 ft. X 15 ft.
Strength: 16
Dexterity: 14
CMB: +5
CMD: 16 (+8 vs. trip)
Crew Stations: pilot, 1 mounted gunner.
Maximum Weapons: 1
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (light): The vehicle gains a +4 armor bonus to AC.

Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.

Mounted High Caliber: 2d8 18-20/x3 damage, 100' range inc
(Ammo 6gp/10 rounds = 2 lbs.) Gunner manning the turret receives
standard cover instead of partial.

All-Terrain: All-terrain vehicles can ignore up to 2 squares of
difficult terrain per turn, moving over them as if they were normal
terrain.

Also some replacement Scout techniques...

Tank shock: Tanks are shocking weapons and a scout with this technique knows how to exploit this, whenever making the overrun or bull rush maneuver against medium or smaller creatures the scout can make a free intimidation check to demoralize them (with a +4 bonus thanks to the size of the tank). This can only be used with Huge+ vehicles. This replaces Steamjouster.

Blitzkrieg: Speed is key to offensive power, you exemplify this. For every forty feet you move per round your tank gains a +1 bonus to attack and damage for 1 round. This requires Swift as lightning.

Thoughts? (not trying to put you down here)


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft
DM Bloodgargler wrote:

Tan is ground level

Grey is elevated but flat
Dark Brown is cliff or mountainside... most of which is impassable.
The Old Mining complex is split level. (and yes, goes deep into the mountain.)

Waypoint 1 is underground. A connecting tunnel (not shown) leads to the ground level of the mining complex near Waypoint 2 - which is the freight elevator.

Thanks BinkyBo. ;)


Captain Schultz - Yeah, I don't know tanks, but that looks good. If you are good with it, and the Tank Commander archetype I'm happy with that.
-4 to pilot's perception checks with hatch closed ok?


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Oh - Ommka's equipment is done - realized I don't buy ANY firearms. As Viluki knows, is par for the course for me. ;) Maybe Omm can pick one up somewhere.

The Thunderbow is described in the TCS as being akin to a composite longbow, but the damage is listed as d6. I've gone with the CRB's 1d8.

Kyoudai Games has released some ERRATA but I think I have made a bunch more discoveries...


Also here is my tank crew (the last two can be skipped if any players want to take a shot at manning the tripods)...

Mounted gunners, Otto Krebs & Heinrich Krupp:

Otto: Otto can be described as a jovial but efficient gunner with a fondness for beer, he follows Schultz out of a sense of camaraderie.

Krupp: Krupp is a dour and grim individual who nonetheless has a moral compass, he approved greatly of Schultz's decision to kill Hess.

Gunners, Hans and Gretal:

Hans and Gretal: A brother and sister pair of gunners noted for their polar opposite personality and friendly rivalry (Hans is cold, Gretal it hot personality wise). The only thing they both agree on is that Schultz is a good captain.

GM do you want to design their stats yourself or have me do it (thinking each crew member is a level 2 warrior with a 15 point buy to keep them firmly NPCs)?


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

oh yeah, i should probably ask how you handle manite implants on enemies, in terms of if i can recover them or not.

my last GM (although the game was short-lived, so it never came up) handled it where essentially, you can recover some value off of implants from enemies, seeing as how if theyre dead you can take your pick of what they've got (given the time) but the implants would have sustained damage in combat so full value was not possible.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Dang. I knew there was a downside to having reskinned my implants as botanicl/biological instead of Manite. :)


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

well maybe with some combination of nature/craft you could grow materials?


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft
Korbinian wrote:
well maybe with some combination of nature/craft you could grow materials?

Oh, my own implants are fine to swap out and reform. It just means I can't so easily scavenge and implement Manite implants. Though apparently I left the Manite Impact resistance in. As currently written Wildmeld's are still part-Manite.

@DM Binkybo: Do you want this class to be fully biological/botanic and thus subject to Manite Impact?


Ommka - 1d8 is fine, and thanks for the link. Re:Manite Impact I think so.

Captain Schultz - I'll stat them. Just the two gunners for this mission. If other players care to take the other positions, cool, otherwise the NPCs Bovis and Moegan will.

Korbinian - A salvaged implant may provide a value up to half their original creation cost which can only be put toward creating similar implants.
Any implant greater than Basic requires a character with the Craft Magic Arms and Armor feat to successfully preserve its worth during recovery.

Off to bed for the night.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Thanks, DM. Can you put that in the campaign tab?

And yeah, Ommka, it would make a lot of sense if the growth of the plants used manite to shape. like miracle grow. Manite Grow (TM)


DM Bloodgargler wrote:
Captain Schultz - I'll stat them. Just the two gunners for this mission. If other players care to take the other positions, cool, otherwise the NPCs Bovis and Moegan will.

So the 'tanker PC' comes with a tank and 4 NPCs?

Isn't that a little too much? :)


I understand your concern, and I would agree, but it doesn't come with any NPCs.
The NPCs he has posted are from his background, and have accepted his leadership, but are under my control.

On his own he essentially must be immobile to do damage, but "buffs" the party by granting total cover to those not or no longer fit for battle, or partial for a gunner (like an armiger with a saddle, and multi-tasking issues).
I am using the prolonged combat encounter to determine how it will function with the party.. (going from 4 to 3 to 2 crewmembers as Moegan and Bovis go to do their things), but my expectation is that most of the time after this mission there will most often be 1 NPC crewman available... sometimes 2, sometimes none. Only in special circumstances do I see more than that being included.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

I've changed Ommka to being androgynous, and worked out Ommka’s genesis.

Ommka:

Ossin are not a viable race, they are planted - a specially selected and bred seedstock - into a Manite core - a synthesis of Manite and Plant matter - in essence a humanoid-shpaed plant is growing out of its Manite core - "Ommka's" personality disconnect comes from the fact that the "soul" is Manite while the personality is merely a plant's rendition of a humanoid spirit. A spirit completely subject to the Wasting.
Just as Manite consumes living energy in mammals, so too does it draw forth Ommka's vitality. Ommka will die in a matter of years.
Until then Ommka has a mission. Unfortunately Ommka has absolutely no idea what that mission is.
Ommka was deliberately planted and afterwards synthesized by an unknown for a purpose, a purpose about which Ommka has absolutely no idea. How Ommka knows this one fact, that of a deliberate creation Ommka does not say. Bereft of story, Ommka follows a mercenary path to both create story anew and perhaps reconnect with a lost legacy.
A synthetic tool with an emulated personality carrying an inbuilt expiry and absolutely no idea. Bereft of experience or guide.
At times it is clear that Ommka is "not there". Perhaps that is a function and a result of how Ommka engages with or connects to prescience.

And have amended Wildmeld thusly:

Wildmeld wrote:


Wyldmeld (Ex): A wildmeld possess only a rudimentary resistance to the Wasting. At first level, a wildmeld’s body is already completely integrated, having grown out of Manite, rather than being Manite replacing something. Still at least half of the original form has been replaced with symbiotic biological matter – horn, bone, chitin, bio-metallics as well as manite-enhanced steel and stone. Implants are a fusion of natural elements and these manite enchanced materials - a few have enhanced abilities. For the purposes of all rules regarding the Wasting, the golemoid counts as a “wildmeld” with a Wasting level equal to Stable Golemization.
Any implants granted by this class do not count toward the wildmeld’s Impact (the amount of implants allowed before a creature begins to show advanced symptoms of the Wasting).

Essentially all that level of Wasting means is Ommka’s life expectancy is halved.

I would say Ommka could, given a high enough Craft skill, clean and remove the core manite from any implants, and with an Appraise, Disable Device or other skill check reverse-engineer a bio-synthetic replica of the salvaged implant. But it would increase her Wasting. And Ommka’s not that clever.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Ommka will pick up a Ready Harness for 5 gp. It's crazy:

Thunderscape CS wrote:
Ready Harness: Another common piece of steamwright equipment, a ready harness consists of a set of steel-reinforced leather harnesses that crisscross the user’s torso. The harness has a number of pouches (capable of holding 10 lbs. of items or small weapons) but its true value lies in its efficient design, granting greater support and distribution of weight to the wearer’s carried gear. When wearing a ready harness, the wearer’s Strength score is considered to be 2 points higher for the purposes of determining whether he is encumbered by carried equipment. (Medium or heavy armor still encumbers the wearer normally.) A masterwork ready harness increases the wearer’s effective Strength by 4 for the purposes of determining equipment encumbrance.

@ DM Binkybo - do you want to alter this at all? 5 gp is pretty cheap for a +2 Str buff even if it is to encumbrance only...

@ Also, Ommka wants the Lectordines to gift Ommka some Driving Goggles (25gp). For the mission, of course. After Ommka purchases the Ready Harness Ommka has 5 gp left...


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Just reposting this with some para-breaks:

Ossin are not a viable race, they are planted - a specially selected and bred seedstock - into a Manite core - a synthesis of Manite and Plant matter - in essence a humanoid-shaped plant is growing out of its Manite core - "Ommka's" personality disconnect comes from the fact that the "soul" is Manite while the personality is merely a plant's rendition of a humanoid spirit. A spirit completely subject to the Wasting.

Just as Manite consumes living energy in mammals, so too does it draw forth Ommka's vitality. Ommka will die in a matter of years.

Until then Ommka has a mission. Unfortunately Ommka has absolutely no idea what that mission is.

Ommka was deliberately planted and afterwards synthesized by an unknown for a purpose, a purpose about which Ommka has absolutely no idea. How Ommka knows this one fact, that of a deliberate creation Ommka does not say. Bereft of story, Ommka follows a mercenary path to both create story anew and perhaps reconnect with a lost legacy.

A synthetic tool with an emulated personality carrying an inbuilt expiry and absolutely no idea. Bereft of experience or guide.

At times it is clear that Ommka is "not there". Perhaps that is a function and a result of how Ommka engages with or connects to prescience.


Gotcha... ty for the info. Looks good.

Yes 5g is ridiculously cheap, but go with what it says.

You each received an advance of 300 gold.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Korbinian will pick up two more days of food, and he should be ready to roll.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Brace of pistols coming up!!! Would love to have had a scattergun (shotgun!!!) but I don't have the proficiency!!! Damn flavorful race losing me extra human feat grumble grumble grumble... ;)


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Yeah, I'll be glad to pick one up when i happen across one. But i didn't have the spare gold. I mean i would have, but i figured a wand with a few CLW charges would be nicer.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Heh, I can wait to pick up a shotgun off a corpse, but PF requires me to have "proficiency" in shooting someone in the face from 10ft, which is primarily what I would use it for. ;)

And thanks for picking up the wand Tenro - I'm too much ingrained in my grognard ways to remember folks can just pick up a wand of random spell. Back in my day we used shotguns to keep kids off our lawns and wands were specific items. ;)


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

yeah, i have firearm proficiency, so "shotgun doctor" is in my future. the wand is just to make sure i make it that far...


Missed a question

Yatin wrote:
Just to make sure we're on the same page here, my verminous scout (INT=6) can understand the languages I speak and can communicate telepathically what he hears. Is this your understanding?

Yes. As long as within one mile.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@DM - Is the Wounding ammunition price (page 185 of Thunderscape CS) for just one round, or should it be for (10) like all the others?

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