More information for connaught

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sedm1549
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Joined: Tue Nov 22, 2005 5:05 am

More information for connaught

Post by sedm1549 » Thu Dec 15, 2005 3:47 am

Hi, got some more info for connaught. (thought I'd edit this to put all the info here)

Character is basically a meck jockey who has the option of also acting as a sniper or as a boarding party member.

Connaught Stormeye

Mech Jockey 3 / Stalker 2: CR 5; Medium humanoid (human); HD 6+5d6+5; hp 24;Init +4; Spd 20ft.; AC 18 (+1 pilots armour (4), +1 bracers, +3 dex (medium load)), touch 13, Flat-footed 15; Base Atk +3; Mech Atk +3; Grp +3; Atk +8 melee (1d6+1 18-20/x2 Prc "+1" Rapier) or +7 ranged (1d10/1d10 x2 prc double barreled steam gun), +7 any mech weapon ; SA Sneak attack +1d6 ; SQ Mech fingers-Warrior instinct, Hand speed, Extrodinary pilot, Patch work repairs, Push envelope 1/day, Evasion, Trap finding; AL NN; SV Fort +3, Ref +9, Will +2; Str 10, Dex 18, Con 12, Int 14, Wis 11, Cha 7.

Skills & Feats: Balance +10, Climb +1, Craft (mechcraft) +8, Disable device +8, Hide +3, Jump -1, Knowledge (Mech) +6, Knowlege (Steam engines) +4, Listen +2, Move silently +3, Mech Pilot +16, Open lock +10, Spot +7, Tumble +4, Use magic device +4, Use rope +7; Dodge, Meck dancer, Mech walker, Natural pilot, Quick darw*, Weapon finesse.

Language: Common, Dwarven, Elven.

Possessions: On person: bracers of armour +1, Bullets (20), Cloak of resistance +1, Double barrelled steamgun, magic missile wand, MW dagger, MW Thieves tools, Pilot armour +1, potion bulls strength, potion cure moderate wounds (x2), potion of spider climb, Rapier +1, sling, Travellers outfit.
Coin at hand: 44gp, 14 sil.
Weight 44lbs - med load = 66lbs. All stats above are assuming this load out.

Possessions: In Pack: Back pack, Artisans tools (mech craft), Bedroll, box (small with good lock: contains 49gp and 9plat), Bullets spare (20), coal 2lbs, Crowbar, grapple + 50ft silk rope, Magnetic bomb (x2), Sun Rod (x2), Trail rations (x2), Water Skin.
Weight 53lbs.


Discription: Age 26, Height 5'10", weight 150lbs. Build Fairly slight. brown hair (short) and eyes.

Personallity: Very quiet sometimes comming off as slightly rude when he does interact. Once you get to know him it obvious that he doesn't mean to cause offence but is just not good at expressing himself. Happy working solo but does miss social interaction if alone for extended periods (month or more) so will never choose isolation as a way of life.

History: Born into a rust rider group he lived there with his father and young mother (who joined the group to be together away from interfearing parents) for most of his young life. He learn't the basics of mech piloting and helped out as a gunner from a young age. After loosing his father in a raid at the age of 12 (a loss which he has come to terms with, the defenders were just trying to protect their families) he and his mother found it harder to stay in the rust rider group. They got by on connaughts piloting skills for 3 years until he and his mother were left to fend for themselves. Soon she settled down with a new love, a worm farmer working near ________. After 3 years ther he starts to miss the freedom of the rust rider life and the thrill of mechs. At 18 he strikes out as a freelance pilot, working for the legion and private patrons. He also joined a rust rider tribe for a short time but left when he got frustrated about the state of their equipment. Now with 8 years experience he is a good free lance pilot and general mercinary.

Standard responces if I fail to post due to being at work

If in a mech when a combat arises he will follow the mech comanders orders (or if in a solo mech he will move into the best attacking position for that type of mech).

If on foot then he will assume the role of a stealthy sniper, if forced into melee he will use his shortsword and if the oppertunity presents itself he will disengage and resume the role of sniper.

If on foot in compat against mechs the he will try to board it and take over the mech using magnet bombs to hole the mech.

during travel he will be making frequent spot checks and usually keeps himself to himself.


His goal

Up untill a year ago connaught had no real goal but whilst on one routine transport mission his destiny presented itself. He was part of the piloting team on a digntary conducting a long haul passanger trip. When camped for one of the 3 nights of the journey he got talking to one of the passengers, a coglayer. they got talking about mech design and the coglayer started talking about their most resent design. The coglayer didn't have the expertise to build their creation but was hoping to one day see it walk with the help of the iorn tooth. unfortunatly the camp was attacked later that night by an orc band. connaught was able to fight his way to the dignitary and bring its weapons to bare but many of the passengers died in the attack, including the coglayer. since then connaught has been taken with the design and wants to see the late coglayers dream realised. He managed to obtain some of the sketches that the coglayer had made, including a scale drawing of the hull and payload list.

The mech, which has no name currently, is based around an unarmed design, and thus had to be piloted by an iorn tooth mech devil. As such connaught wishes to join the iorn tooth, become a mech devil, and be the first to pilot this new design. But he knows he must improve before he would be let into the iorntooth, and so he continues to work as a mercinary. He is not sure if the coglayer had talked of this mech with anyone else and his biggest fear is that someone else will build the mech as he thinks the drawings may make his enterance into the iorntooth easier.

The mech is detailed below (this is my first design so hope all the stats are right)

Unnamed mech

Size: Colossal II
Power source: Clockwork
Payload units: 48 (16 extra weapon mounts)
Height: 50ft
Space/Reach: 25ft by 25ft / 25ft
Crew: 5 (weapons 7, normal crew 10 + 5 marines)
Firing ports 30
HD: 96
HP: 528
Critical thresholds: Green, yellow 264, orange 132, red 53.
Base init: +4
Speed: 70ft (base 60ft +20 fast legs - 10 steady)
Maneuverability: Good
AC: 2
Hardness: 14 (2 CII + 10 Armour (50%stone 50%steal) + 2 armour plate)
base melee: +4
base ranged: +4
Unarmed damage: 3d6 +12 +1d6 armour spikes
Trample: largest huge, saftest large, 5d6.
Saves: fort -4, ref +0, will -.
Abilities: str 34, dex 18 (14 + 4 (atificial liver + amp(x2)))
Mechcraft DC: 54
Base planning time: ????
Base cost: 15,960gp
total cost: 80,072gp
Labour requirements: 15360hrs
Construction time: 64days (20 skilled labourers+ 2 overseers)
Special: 16PU extra weapons, heavy payload, rock scaler, fast legs, steady feat, armour plating, linked canons, Armour spikes.

Payload usage:

28 Weapons (12 + 16 extra)
10 Crew (7 weapon, 1pilot, 1 engineer, one comander (also a mech pilot))
5 Cargo bay (used for 5 boarders or 10 pu of cargo, heavy payload)
1 Ammo store ( 30 grape shot rounds plus standard ammo )
4 steam powers

48 total


Steam powers

Refined controls, artificial liver + amplifier(x2), stabaliser, wavemaker + amplifier.


On board weapons
(PU, Location, Arc of fire, weapon (damage), range inc, crew.)

-, Arms, melee, unarmed (3d6+12+1d6), reach, pilot.
4, head turret, 360,Huge linked steam cannon+explosive shells (2d10+1d10,x3), 1000ft, 2.
4, head turret, 360,Huge linked steam cannon (2d10,x3), 1000ft, 0.
4, waist, 360, huge flame nozzle (2d8,x2),30ft,1.
8, chest (left), 90 forward, gargantuan bore puncher (2d8,x2), melee+10ft, 1.
8, chest (right), 90 forward, chain tentical (2d8,x2), 100ft, 3.

15,500gp 7 crew.

Role: scout and mech capture.

This mech is designed to be fast and maneuverable, whilst still being fairly heavily armoured for its size. Its primary role would be that of a scout using its speed and control or as a mech capturer. It relies on ambush or quick strikes often ignoring other thearts to capture its goal quickly.

Against mechs it uses it's cannons to provide cover fire whilst it closes for melee. once in melee the mech uses the abilities of it's mch devil pilot to unlease vast amounts of damage and defend itself.

For capture, the mech uses its chain tentical and bore puncher.

Against infantry the mech uses grape shot in the cannon with out explosive shells, firing both cannons to create a great long range defence. At close range the waist mounted flame nozzle is brought to bare. It also uses it's trample against smaller opponents.
Last edited by sedm1549 on Tue Jan 03, 2006 6:29 am, edited 1 time in total.

sedm1549
Far-Sighted Wanderer
Posts: 45
Joined: Tue Nov 22, 2005 5:05 am

Post by sedm1549 » Thu Dec 15, 2005 8:58 am

Sorry for starting a new threat, didn't mean to. Feeling abit under the weather.

sorry again :oops:

Raptor
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Posts: 278
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Location: Wichita, KS

Post by Raptor » Thu Dec 15, 2005 5:17 pm

It's ok everybody has a thread for character stats and tracking. See the various DSS Character threads. MIne is Robert Rico.

sedm1549
Far-Sighted Wanderer
Posts: 45
Joined: Tue Nov 22, 2005 5:05 am

Character update

Post by sedm1549 » Fri Jun 23, 2006 6:52 am

HP +4
Base att +1
Fort +1, Will +1
Feat: Weapon Focus (rapier)
Skills: +1 to Climb, listen, open lock, disable device, move silently, spot, tumble, use magic device, use rope, hide (10)
+1d6 sneak att, trap sense +1

Updated stats

Connaught Stormeye

Mech Jockey 3 / Stalker 3: CR 6; Medium humanoid (human); HD 6+5d6+6; hp 23/28;Init +4; Spd 20ft.; AC 18 (+1 pilots armour (4), +1 bracers, +3 dex (medium load)), touch 13, Flat-footed 15; Base Atk +4; Mech Atk +3; Grp +4; Atk +9 melee (1d6+1 18-20/x2 Prc "+1" Rapier) or +8 ranged (1d10/1d10 x2 prc double barreled steam gun), +7 any mech weapon ; SA Sneak attack +2d6 ; SQ Mech fingers-Warrior instinct, Hand speed, Extrodinary pilot, Patch work repairs, Push envelope 1/day, Evasion, Trap finding, Trap sense +1 (+1 AC and ref vs traps); AL NN; SV Fort +4, Ref +9, Will +3; Str 10, Dex 18, Con 12, Int 14, Wis 11, Cha 7.

Skills & Feats: Balance +10, Climb +2, Craft (mechcraft) +8, Disable device +9, Hide +4, Jump -1, Knowledge (Mech) +6, Knowlege (Steam engines) +4, Listen +3, Move silently +4, Mech Pilot +16, Open lock +11, Spot +8, Tumble +5, Use magic device +5, Use rope +8; Dodge, Mech dancer, Mech walker, Natural pilot, Quick darw*, Weapon finesse, Weapon Focus (rapier).

Language: Common, Dwarven, Elven.

Possessions: On person: bracers of armour +1, Bullets (20), Cloak of resistance +1, Double barrelled steamgun, magic missile wand, MW dagger, MW Thieves tools, Pilot armour +1, potion bulls strength, potion cure moderate wounds (x2), potion of spider climb, Rapier +1, sling, Travellers outfit. Magnet Bomb, water skin, crowbar.
Coin at hand: 55gp, 14 sil.
Weight 55lbs - med load = 66lbs. All stats above are assuming this load out.

Possessions: In Pack: Back pack, Artisans tools (mech craft), Bedroll, box (small with good lock: contains 49gp and 9plat), Bullets spare (20), coal 2lbs, grapple + 50ft silk rope, Magnetic bomb (x1), Sun Rod (x1), Trail rations (x2).
Weight 41lbs.

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Charke
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Post by Charke » Fri Jun 23, 2006 2:00 pm

The level-up looks fine!

Mark Charke

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