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 Post subject: The Nameless Clan
PostPosted: Sun Jul 13, 2008 3:49 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
In any honorable society, there is always a place for those who will do the things that are dishonorable, but necessary. Within the Irontooth, the Nameless clan fills this role. Of course many will tell you that they are only a myth, a boogey man used to scare children, while others will tell you that can appear out of nothingness, know everything, and can tranform themselves into mechs. The truth is somewhere in between. The Nameless clan has no direct contact with the other clans, they use various deaddrops and other methods to allow those who need their sevices to reach them. For example, you might hear a rumor that if you wish to contact them, to park your mech on the north-side of a specific meteor crater, with one arm up and one arm down, and they will contact you the next night. Then a voice out of the darkness will ask what you desire. While the Nameless clan is willing to engage in sabotage, murder, and espionage, they do consider themselves Irontooth, and will not take missions that will harm the clans, as a whole. For example they might assassinate the leader of a clan, but not if it would cause the clan to dissolve from internal fighting, or leave them leaderless versus outside enemies. The Clan has members infiltrated in many places, often posing as simple merchants, who gather contracts, and monitor other major groups. Almost all the members of the Nameless clan have levels in the Stalker class, although many Multiclass. They rely primarily on subtrefuge and deception, but are willing to take direct action when necessary. They have developed several special techniques (see feats below), and various special equipment (equipment & mechs below) that they use to fulfill their missions.

Leaders: The Elder Masters
Clan Flag: None
Mech Resources:3 Ashigaru, 8 Ninja*, 1 Kusari, 1 Fangbiter, 1 Iron Maiden, 1 Mother, 1 Crash Axe, 4 Workers*(3 steam, 1 man-power), 3 Shells*, 1 Steamblade, 1 Cragstrider, 1 Defender, 1 Vortex, 1 Lancer (elven), Shangri-la* (unique Clockwork Kabuto).
*(see mechs below or in other posts on the board)
Racial Percetages: 35% dwarves, 30% human, 15% halfling & cogling, 10% gnome, 5% elven & half-elven, 5% orc & half-orc
population:280 with the clan kabuto & mechs, 55 scattered undercover in various citymechs, Edge, and other clans.

Feats
because of their special training, the clan has expanded their ability to perform sneak attacks.

Mech Sneak Attack [Mech]
Prerequisites
Attuned Pilot or Mechdancer, Pilot Mech 6 ranks, 1d6 Sneak Attack.
Mech Prerequisite
Dex 10
Benefit
You may deal Sneak Attack damage with mech weapons, within the normal Sneak Attack restrictions (ie, melee or 30 ft ranged, etc).
Special
A mech jockey may select Mech Sneak Attack as one of his mech jockey bonus feats.

Disabling Strike [General]
Prerequisites
Base attack +4, Mech Adversary, Knowledge (Mechs) 5 ranks, 2d6 Sneak Attack.
Benefit
You may deal Sneak attack damage to mechs of a type you have the Mech Adversary feat for, within the normal Sneak Attack restrictions (ie, melee or 30 ft ranged, etc).
Special
This feat does not affect mechs immune to critical hits.

Special Weapons:
Code:
WEAPON          COST    DAMAGE   CRITICAL       RANGE          WEIGHT     TYPE                CREW PU
Slingsaw
   Hand         150 gp   1d3       x2            20 ft.          2 lbs.   Slashing              1   1
   Personal     500 gp   1d10      x3            60 ft.          12 lbs.  Slashing              1   2

Slingsaw, Hand
You can draw a hand slingsaw back by hand. Loading a hand slingsaw is a move action that provokes attacks of opportunity. A hand slingsaw uses standard shuriken for ammunition.

You can shoot, but not load, a hand slingsaw with one hand at no penalty. You can shoot a hand slingsaw with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Slingsaw, Personal
The personal slingsaw holds 10 shuriken (these are larger than standard, and cannot be thrown). As long as it holds shuriken, you can reload it by pulling the reloading lever (a free action). Loading a new case of 10 shuriken is a full-round action that provokes attacks of opportunity.

You can fire a personal slingsaw with one hand or fire a personal slingsaw in each hand in the same manner as you would a normal heavy crossbow. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of shuriken.

Equipment
Mold Bomb:
Developed by the Nameless clan to disable steam powered mechs without damaging them, this looks similar to a typical steam bomb. The construction is also similar but has a ceramic inner chamber instead of metal. the inner chamber is filled with Brown Mold (PHB), with a 2 in. layer of straw for insulation, then an outer hinged metal shell. It has a clock work timing mechanism, which activates when wound up, and can be set for from 2 rounds to 5 minutes. When the timer winds down, it releases the outer shell, allowing it to open, and releases a striker, which cracks the inner chamber and uses a flint to ignite the straw. This provides enough heat on its own to allow the mold to grow to cover a 5 ft. square. If near a significant heat source (like a steam engine), it will continue to grow very rapidly, quickly drawing out the heat, and shutting down the boiler. While it is designed for use on steam engines, it can still be dangerous in other situations (such as thrown into the rowing section of a man-powered mech). The bombs are usually transported in boxes with a Cooler steam power attached, and only removed shortly before use, in heavily insulated bags. To clear a mech after its use, the Nameless clan will equip the warriors with personal frost launchers.
(more coming)


Last edited by Raptor on Wed Apr 22, 2009 6:04 pm, edited 3 times in total.

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 Post subject: Re: The Nameless Clan
PostPosted: Sun Jul 20, 2008 2:03 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
bump!


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 Post subject: Re: The Nameless Clan
PostPosted: Thu Jul 24, 2008 9:10 pm 
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Hard-Bitten Adventurer

Joined: Sat Mar 01, 2008 7:57 pm
Posts: 133
I like. This definitely seems like a niche that needed filling. I particularly like their style of being contacted. And I'm so happy to see non-mech slingsaws. I love that weapon. It's definitely inspired me for a character: as a child, he would always get into trouble aboard the kabuto. He was always fascinated by the gear forest, and he often got into trouble for touching things he shouldn't. He tended to cause massive breakdowns when he did so. As time went on, he got better - especially at not getting caught. If there was something interesting in an area and he wanted to stay around, the mech would suffer a problem and be grounded for a few days for repairs. He got particularly good at not getting caught. Somehow or other he found his way to the Nameless Clan. Perhaps they did play boogeyman at some point. Today, he is a master saboteur. After slipping on a mech, he can remain hidden in the gear forest like the best clockwork rangers before dealing his damage.

So, some say they can transform themselves into mechs. Myths usually have a grain of truth in them. Do you think they commonly use folders and bags of holding to seemingly pull mechs out of thin air?

_________________
I am Omnirahk, half-Rahkshi ("Omni") of the WotC forums. I consider "Psionics in DragonMech" (see my website) my greatest contribution to anything d20 so far. At least, it's my most successful topic.


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 Post subject: Ninja: Nameless Clan Huge Clockwork Mech (full stats)
PostPosted: Sun Jul 27, 2008 12:23 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
The Ninja is the Nameless clan's favored mech for small, violent actions that must be totally concealed. Designed by their coglayers specifically for the clan's use, Few have even caught a glimpse of this mech (and lived). These few can only describe it as a dark blur in the night.

Size: Huge
Power Source: Clockwork
Payload Units: 7
Height: 14 ft.
Space/Reach: 5 ft. by 5 ft./ 5 ft.
Crew: 1 (weapons 2 but see below)
Firing Ports: 5
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green, Yellow 59, Orange 27, Red 7
Base Initiative: +4
Speed: 60 ft.; climb 30 ft.
Maneuverability: Perfect
AC: 8; 20% concealment miss chance
Hardness: 12 (steel)
Base Melee Attack: +6
Base Ranged Attack: +4
Unarmed Damage: 1d8+8
Trample: Largest small; Safe small; Damage 2d6
Saves: Fort -2, Ref +2, Will -
Abilities: Str 26, Dex 18, Con -, Int -, Wis -, Cha -
Mechcraft DC: 46
Base Planning Time: 92 days
Base Cost: 1,732 gp
Total Cost: 16,803 gp
Labor Time: 2,560 man-hours
Construction Time: 32 days (10 avg. laborers + 1 overseer)
Special: Extra Wpn mounts (+2 PU), Fast Legs, Gearwright Maintenance, Quiet Movement, Steam Powers

Payload Usage
Code:
PU       Use
1        Crew
6        Onboard Weaponry


Onboard Weaponry - Ninja
Code:
Location     Arc of Fire   Weapon(dam, range, Other)                       PU Crew
Right Arm     Melee        Masterwork Adamantine Greatsword (2d6+8/19-20)   2  1
Left Arm     180 forward   Masterwork Huge Slingsaw (2d6/x3,180)            4  1/special


Steam Powers
Ninja+Prism+Amplifier: 20% concealment miss chance.
Ninja+Iron Arm+Iron Arm: Climb speed (see Crag Strider from Mech Manual).
Ninja+Automator: cruise control (automatically walk in a straight line over terrain that does not require Pilot Mech checks or power Shell(see below)).
Slingsaw+Automator+Animator: Automatically reloads slingsaw, reducing Crew requirement.
Darkness Generator: generate darkness field around mech.

Quote:
So, some say they can transform themselves into mechs. Myths usually have a grain of truth in them. Do you think they commonly use folders and bags of holding to seemingly pull mechs out of thin air?


The warriors of the Nameless clan often fight on foot along side their Ninja mechs, and are typically equipped with adamantine shortswords and hand slingsaws, mirroring the Ninja's armament. Further they are often equipped with with potions of Enlarge Person & Blur, resulting in great confusion.


Last edited by Raptor on Mon Jul 28, 2008 4:51 pm, edited 1 time in total.

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 Post subject: Shell: Nameless clan Gargantuan Mech-powered Mech (full stat
PostPosted: Mon Jul 28, 2008 4:47 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
Of course, the difficulty is getting the Ninja mech to the target location without being seen. That is where the Shell comes in. From the exterior, a Shell looks exactly like a Worker (see my earlier topics) type mech, but on the inside....

Size: Gargantuan
Power Source: Man-powered
Payload Units: 24 (hvy payload; 10 PU reserved for cargo)
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./ 10 ft.
Crew: 1 Ninja mech (weapons 1)
Firing Ports: 10
Hit Dice: 40
Hit Points: 220
Critical Thresholds: Green, Yellow 121, Orange 66, Red 33
Base Initiative: +0
Speed: 30 ft.
Maneuverability: Poor
AC: 6
Hardness: 6 (80% wood, 20% steel)
Base Melee Attack: +2
Base Ranged Attack: +0
Unarmed Damage: 1d10+6
Trample: Largest medium; Safe small; Damage 3d6
Saves: Fort 0, Ref -2, Will -
Abilities: Str 22, Dex 10, Con -, Int -, Wis -, Cha -
Mechcraft DC: 34
Base Planning Time: 68 days
Base Cost: 688 gp
Total Cost: 2,658 gp
Labor Time: 1,440 man-hours
Construction Time: 18 days (10 avg. laborers + 1 overseer)
Special: Extra Weapon Mounts (+4 PU), Gearwright Maintenance, Heavy Payload (+10 PU, cargo only), Mech Hangar

Payload Usage
Code:
PU       Use
10       Mech Hangar
4        Onboard Weaponry
10       Cargo


Onboard Weaponry - Shell
Code:
Location     Arc of Fire   Weapon(dam, range, Other)                    PU Crew
Right Arm    melee        Huge Axe Blade (2d8+6/x3)                      4  1
                                           OR
Right Arm    melee        Huge Mech Hammer (2d8+6/x3)                    4  1


Also, check out the new piece of equipment I added to the 1st post.


Last edited by Raptor on Tue Feb 09, 2010 5:53 pm, edited 2 times in total.

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 Post subject: Re: The Nameless Clan
PostPosted: Wed Jul 30, 2008 8:11 am 
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Hard-Bitten Adventurer

Joined: Sat Mar 01, 2008 7:57 pm
Posts: 133
Wow. This is some great stuff. I love the mold bomb, the use of the prism, and the Shell for sneaking Ninjas in.

_________________
I am Omnirahk, half-Rahkshi ("Omni") of the WotC forums. I consider "Psionics in DragonMech" (see my website) my greatest contribution to anything d20 so far. At least, it's my most successful topic.


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 Post subject: Shangri-la* (unique Clockwork Kabuto)
PostPosted: Tue Sep 02, 2008 3:25 pm 
Offline
Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
Here are the stats for the Shangri-La, the Nameless Clan's home Kabuto. The Shangri-La will typically have a Permanent Invisibility in effect upon it, except immediately after combat. It's exterior is similar to a typical Kabuto, except for the different weapons. Here are the Stats.

Size: Colossal V
Power Source: Clockwork
Payload Units: 512 (256 reserved for cargo: Heavy Payload)
Height: 220 ft.
Space/Reach: 90 ft. by 250 ft./ 55 ft.
Crew: 26 (weapons 5)
Firing Ports: 77
Hit Dice: 240
Hit Points: 1320
Critical Thresholds: Green, Yellow 594, Orange 264, Red 66
Base Initiative: +1
Speed: 100 ft.
Maneuverability: Average
AC: 2
Hardness: 22 (steel, Colossal V, Armor Plating)
Base Melee Attack: +10
Base Ranged Attack: +1
Unarmed Damage: 3d12+18
Trample: Largest Colossall II; Safe Gargantuan; Damage 8d6
Saves: Fort -4, Ref +0, Will -
Abilities: Str 46, Dex 12, Con -, Int -, Wis -, Cha -
Mechcraft DC: 64
Base Planning Time: 128 days
Base Cost: 110,797 gp
Total Cost: 245,874 gp
Labor Time: 122,880 man-hours
Construction Time: 192 days (80 avg. laborers + 8 overseers)
Special: Armor Plating, Gearwright Maintenance, Heavy Payload, Mech Hangar, Quiet Movement

Payload Usage
Code:
PU    Use
26    Crew
64    Mech Hangar
96    Onboard Weaponry
70    Passengers
256   Cargo
512   Total


Onboard Weaponry - Shangri-La
Code:
Location       Arc of Fire   Weapon(dam, range, Other)                                    PU Crew
Front (high)   180 forward   Masterwork Colossal II Sling saw (4d10/x3, 350 ft.)          32 2
Front (low)       Melee      Masterwork Colossal III Borepuncher (5d12+18, +30 ft. reach) 64 3


Given the size of the Shangri-La's borepuncher, against large mechs (Colossal III+) with hangars or cargo areas, it will insert its onboard Ninja mechs.


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