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==Vehicle Overview== | ==Vehicle Overview== | ||
Vehicles gain hit dice, BAB, and whatnot. A greasemonkey in a vehicle can use his attack bonus or that of his vehicle, at his choice. A greasemonkey in a vehicle that must make a reflex or fortitude save uses the vehicle's save. Vehicles are immune to effects that do not affect objects. Vehicles have a base AC of 5, reflecting the fact that they are objects and easy to hit. This is further modified by their Dex mod, then by their Base Defense Bonus. | Vehicles gain hit dice, BAB, and whatnot. A greasemonkey in a vehicle can use his attack bonus or that of his vehicle, at his choice. A greasemonkey in a vehicle that must make a reflex or fortitude save uses the vehicle's save. Vehicles are immune to effects that do not affect objects. Vehicles have a base AC of 5, reflecting the fact that they are objects and easy to hit. This is further modified by their Dex mod, then by their Base Defense Bonus. | ||
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===Abilities=== | ===Abilities=== | ||
− | Vehicles have Strength, Dexterity, and Constitution scores. When created, the greasemonkey chooses what the vehicle's stats are, using the point buy system; the greasemonkey has 15 points to distribute to his vehicle's stats | + | Vehicles have Strength, Dexterity, and Constitution scores. When created, the greasemonkey chooses what the vehicle's stats are, using the point buy system; the greasemonkey has 15 points to distribute to his vehicle's stats. As with characters, a vehicle gains an additional ability point at every fourth vehicle level. These ability scores are also further modified by the vehicle's size. |
The greasemonkey can increase the vehicle's LA to improve the points for point buy. Each increase in LA gives the greasemonkey 5 more points to allocate for point buy. | The greasemonkey can increase the vehicle's LA to improve the points for point buy. Each increase in LA gives the greasemonkey 5 more points to allocate for point buy. | ||
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A vehicle running on low fuel (20, or 1/5, whichever is higher) suffer adverse effects. Running on low fuel has the same effects as being overheated, and stacks with said effect. A vehicle begins suffering the effects of low fuel as soon as its fuel drops below 20 or 1/5 its max fuel capacity, whichever is higher. | A vehicle running on low fuel (20, or 1/5, whichever is higher) suffer adverse effects. Running on low fuel has the same effects as being overheated, and stacks with said effect. A vehicle begins suffering the effects of low fuel as soon as its fuel drops below 20 or 1/5 its max fuel capacity, whichever is higher. | ||
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==Vehicle Size== | ==Vehicle Size== | ||
A vehicle may be increased in size every third vehicle level. | A vehicle may be increased in size every third vehicle level. | ||
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'''Modifiers''' | '''Modifiers''' | ||
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Gargantuan G 20 ft. -4 +12 -12 -1 6th | Gargantuan G 20 ft. -4 +12 -12 -1 6th | ||
Colossal C 30 ft. -8 +16 -16 -1 9th | Colossal C 30 ft. -8 +16 -16 -1 9th | ||
− | Vast V 40 ft. - | + | Vast V 40 ft. -14 +20 -20 -1 12th |
− | Enormous E 50 ft. - | + | Enormous E 50 ft. -22 +24 -24 -2 15th |
− | Immense I 60 ft. - | + | Immense I 60 ft. -32 +28 -28 -2 18th |
− | Titanic T 80 ft. - | + | Titanic T 80 ft. -44 +32 -32 -2 21st |
− | Awesome A 100 ft. - | + | Awesome A 100 ft. -58 +36 -36 -3 24th |
==Vehicle Material== | ==Vehicle Material== | ||
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The available builds are as follows. | The available builds are as follows. | ||
− | * | + | * Go-Kart |
− | * | + | * Mech |
− | * | + | * Ornithopter |
− | * | + | * Submersible |
'''GO-KART BUILD''' | '''GO-KART BUILD''' | ||
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'''SUBMERSIBLE BUILD''' | '''SUBMERSIBLE BUILD''' | ||
− | Movement: | + | Movement: Swim 60 ft. |
Maneuverability: Average. | Maneuverability: Average. | ||
Base Equipment Slots: 3. | Base Equipment Slots: 3. | ||
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==Vehicle Classes== | ==Vehicle Classes== | ||
A vehicle gains levels, much as characters do. However, vehicles only gain vehicle levels; in addition, a vehicle only levels in conjunction with the greasemonkey that constructed it (vehicles constructed by other means do not gain levels). The four vehicle classes are described below. | A vehicle gains levels, much as characters do. However, vehicles only gain vehicle levels; in addition, a vehicle only levels in conjunction with the greasemonkey that constructed it (vehicles constructed by other means do not gain levels). The four vehicle classes are described below. | ||
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===Weapons Class=== | ===Weapons Class=== | ||
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'''Armor Upgrade:''' At 3rd, 6th, and 10th levels, choose one of the following abilities. | '''Armor Upgrade:''' At 3rd, 6th, and 10th levels, choose one of the following abilities. | ||
− | * ''Defensive Stance:'' The vehicle can take a defensive stance. As a swift action and by expending one use of Push the Envelope, the vehicle gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the vehicle’s hit points by | + | * ''Defensive Stance:'' The vehicle can take a defensive stance. As a swift action and by expending one use of Push the Envelope, the vehicle gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the vehicle’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a vehicle cannot use skills or abilities that would require it to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the vehicle’s (newly improved) Constitution modifier. A vehicle may end its defensive stance voluntarily prior to this limit. At the end of the defensive stance, the vehicle is overheated. |
* ''Mobile Defense:'' While under the effect of Defensive Stance, the vehicle may take one 5-foot step each round. (Prereq: Defensive Stance) | * ''Mobile Defense:'' While under the effect of Defensive Stance, the vehicle may take one 5-foot step each round. (Prereq: Defensive Stance) | ||
* ''Active Defense:'' When attacked, as an immediate action, the greasemonkey may expend a use of Push the Envelope to make a Defense roll. Instead of using a base of 5 for the vehicle's AC, the greasemonkey may roll a d20 and use the result for the base of the vehicle's AC. The effects of this ability last until the greasemonkey's next turn. | * ''Active Defense:'' When attacked, as an immediate action, the greasemonkey may expend a use of Push the Envelope to make a Defense roll. Instead of using a base of 5 for the vehicle's AC, the greasemonkey may roll a d20 and use the result for the base of the vehicle's AC. The effects of this ability last until the greasemonkey's next turn. | ||
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'''ARMOR PCP Dex SPD PENALTY EQUIPMENT SLOTS EXTRA EFFECT''' | '''ARMOR PCP Dex SPD PENALTY EQUIPMENT SLOTS EXTRA EFFECT''' | ||
Plating (Applies to AC) | Plating (Applies to AC) | ||
− | Wood (+2) -1 +8 -0 ft. 2 | + | Wood (+2) -1 +8 -0 ft. 2 |
− | Iron (+4) -2 +6 -0 ft. 2 | + | Iron (+4) -2 +6 -0 ft. 2 |
Steel (+6) -3 +4 -10 ft. 2 | Steel (+6) -3 +4 -10 ft. 2 | ||
Titanium (+8) -4 +2 -10 ft. 4 | Titanium (+8) -4 +2 -10 ft. 4 | ||
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ranged weapons | ranged weapons | ||
Structural Enhancement 2 +2d12 HP | Structural Enhancement 2 +2d12 HP | ||
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===Engines=== | ===Engines=== | ||
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Gravitic Engine +15 ft. 16 Affects all movement rates | Gravitic Engine +15 ft. 16 Affects all movement rates | ||
Man. Improvement | Man. Improvement | ||
− | + | Average 2 | |
− | Average | + | Good 4 |
− | Good | + | Perfect 8 |
− | Perfect | ||
New Speed 10 ft. 1 Land, Fly, Swim, Climb, or | New Speed 10 ft. 1 Land, Fly, Swim, Climb, or | ||
Burrow (at Clumsy) | Burrow (at Clumsy) | ||
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Autopilot, Improved 4 Autopilot, better AC bonus | Autopilot, Improved 4 Autopilot, better AC bonus | ||
Chaff Launcher 2 + 1 Launches concealment | Chaff Launcher 2 + 1 Launches concealment | ||
− | 1 EQS required for each use, must be refilled | + | 1 EQS required for each use, must be refilled |
Damage Control, Improved 4 Better healing | Damage Control, Improved 4 Better healing | ||
Magnetic Field 6 Can negate ranged attacks | Magnetic Field 6 Can negate ranged attacks | ||
− | Point-Defense System 10 Make AoOs, destroy projectiles | + | Point-Defense System 10 Make AoOs, destroy projectiles |
Self-Destruct System 2 Self-destruct | Self-Destruct System 2 Self-destruct | ||
Stealth Screen 5 Similar to sensor jammer | Stealth Screen 5 Similar to sensor jammer | ||
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Space Skin 1 Operate in space | Space Skin 1 Operate in space | ||
Stealth Suite 1 +10 Hide, Move Silent | Stealth Suite 1 +10 Hide, Move Silent | ||
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[[category:Trinity]] | [[category:Trinity]] |