Ironclad Quinn

Forge Master Quinn Voss Thorne- Andrelis (a.k.a. Ironclad)

Ironclad Quinn, a towering figure of resilience and ingenuity, is the indomitable leader of the Rust Keepers, a faction of resourceful engineers striving to rebuild a fragmented world. With her weathered hands and sharp mind, she has earned a reputation for transforming forgotten scraps into feats of technological brilliance. Standing at an imposing 5'11" with a physique honed by years of hard labor, Quinn is as much a force of nature as the chopper she rides—a masterpiece forged in the fires of her determination. Though her gruff demeanor and ruthless pragmatism may intimidate, those who know her see a leader fiercely dedicated to her people and unyielding in the face of a society that dismisses her kind. Driven by a relentless desire to prove the worth of her craft and secure a future for the Rust Keepers, Quinn embodies the spirit of survival in Dark Syde.

Biases

Positive Bias

Trusts engineers more then other people. Anyone with an Enigeering skill of +10 or more is effected by this bias.

She is biased towards anyone within the Rust Keepers. This bias triggers if a character has rank 1 or more with the Rust Keepers.

Negative Bias

They distrust those who wield the Dark. This bias triggers for anyone that she sees using the Dark.

She is biased against those who are not within the Rust Keepers. This bias triggers if a character does not have at least 1 Rank with the Rust Keepers.

Physical Description

General Physical Condition

STR 24 (+7) DEX 14 (+2) CON 24 (+7) INT 24 (+7) WIS 12 (+1) CHA 14 (+2) VIG 8 (-1) SAN 11 (+0)

Saving Throws

STR +7 DEX +2 CON +7 INT +13 WIS +1 CHA +2 VIG -1 SAN +0
  • advantage on saving throws against being stunned.
  • immune to poison
  • you have resistance to non magical slashing, bludgeoning, and piercing damage.

Damage Modifiers

Frail. You do not handle pain very well. Each time you suffer damage, you lose 1 additional hit point.

Tough. Each time you suffer damage from a piercing or slashing weapon, you suffer 2 fewer points of damage.

General Stat Block

  • Speed 30
  • Tech Points: 30
  • Hit Points 329
  • Armor Class 19
  • Initiative 1d20+2

Ultra Max Modifications

  • Hit Points 18/17/17/17
  • Armor Class 14

Special abilities

Night Eyes

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Disciplined Lungs

You always could hold your breath longer than others. You can go without oxygen for as many minutes as twice your Constitution modifier.

Skills

Engineering +19, Computer Use +13, Demolitions +13, History +13, Insight +13, Investigation +13, Sciences +13, Perception +7

Specialized Equipment

Can take three attacks on their turn as well as the bonus attack with an off hand weapon if they have one.

Built Like a Truck

You gain a +7 damage bonus with melee attacks against incapacitated targets or immovable objects.

Midas Touch

While you are wielding a firearm, your damage bonus increases by +4.

Caseless Pistol

  • Hit 1d20+7
  • Damage 1d6+11 piercing
  • Range 50/250 ft
Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Reload (16)

A weapon with this property can fire multiple shots before it needs to be reloaded. Once its complement of ammunition is fired, it can then be reloaded to its maximum capacity using an action or a bonus action (the character's choice).

Concealed Holster

Removing it only takes a bonus action.

Shiny Red Button
  • Cost 30 tech points to use
  • Hit 1d20+7 Advantage to hit
  • Damage 1d6+18 piercing
  • Range 50/250 ft

You gain two additional attacks whenever you take the Attack action on your turn.

You deal additional damage with a hit equal to the difference between your attack roll and the target’s AC to a maximum of 8.

When you roll a 1 or 2 on a damage die, you can reroll. You must accept the new roll, even if it is a 1 or a 2.

Any creature you hit within 20 feet of you has disadvantage on attack rolls against you until the beginning of your next turn.

If you roll a 2 or 3 on your attack roll, you can re-roll. You must accept the second result.

Ultra Max Modifications
  • Damage 1d8+11

Shiny Red Button

  • Damage 1d8+18

Rocket Hammer

  • Hit 1d20+7 or Hit 1d20+6
  • Damage 2d6+7 or 3d6+7 bludgeoning
  • Range 10 ft

This clumsy device resembles a long-handled medieval maul with a thruster and trigger built-in. Once per turn, as a free action, you can activate the thruster, spending a cell charge; your next attack suffers a -1 penalty to attack rolls, but damage increases to 3d6. You also score a critical hit on a natural 19 or 20. This is an uncommon item.

Reload (20-M)

A weapon with this property can fire multiple shots before it needs to be reloaded. Once its complement of ammunition is fired, it can then be reloaded to its maximum capacity using an action or a bonus action (the character's choice).

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Reach

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed

This weapon requires two hands when you attack with it.

Ultra Max Modifications
  • Damage 2d8+7 or 3d8+7 bludgeoning

Tinker's Tools
Item | Dec 25, 2024
Engineering Kit
Item | Jan 6, 2025

Mental characteristics

Intellectual Characteristics

  • I always have a backup plan, even for situations that seem like a lost cause.
  • Survival. It’s not about fate; it’s about making your own way. No one’s going to protect you, and the sooner you realize that, the better. (Any)
  • Something important was lost to me—whether a tool, a piece of tech, or a chance—and I’ll do whatever it takes to get it back, even if it means digging through the ruins. (She lost a small android while in the Wastelands and has never given up on finding it again)
  • I’m quick to judge others, but I’m even harder on myself.

Personality Characteristics

Motivation

Ironclad Quinn is driven by an unyielding desire to preserve and elevate the Rust Keepers, ensuring their expertise and legacy endure in a world that often undervalues their contributions. Her foremost priority is the advancement of functional technology, blending forgotten innovations with new ingenuity to arm and sustain her faction. Quinn is fiercely protective of her people, seeing their survival and prosperity as a personal mission. She is also motivated by a deep-seated curiosity to uncover the mysteries of the ancient world, salvaging remnants of lost civilizations and unlocking their secrets. Though pragmatic in most things, Quinn harbors a quiet hope that her work will one day bridge the gap between the magic-wielding elite and the underappreciated engineers of the Rust Keepers, proving that raw skill and determination are just as vital to Dark Syde's future.

Virtues & Personality perks

Quinn embodies the virtues of resilience, ingenuity, and loyalty, traits that have propelled her to the forefront of the Rust Keepers. She has an unshakable work ethic and an innate ability to inspire those around her, rallying her faction with a vision of progress born from the ashes of the past. Her creativity knows no bounds, allowing her to transform forgotten relics into invaluable tools, a skill that has earned her the nickname "Ironclad." Fiercely loyal to her people, she is a steadfast protector and advocate, unafraid to make sacrifices to ensure their survival and success. Quinn's sharp intuition and mechanical expertise give her an edge in even the direst situations, making her not only a skilled engineer but also a formidable strategist. These qualities have made her a respected leader, even in a world that often undervalues her kind.

Vices & Personality flaws

Quinn’s relentless drive and ingenuity, while admirable, often come at a cost. Her obsession with perfecting her creations can blind her to the immediate needs of those around her, leading to moments of emotional detachment. She has a tendency to overextend herself, taking on too many responsibilities and refusing help, which sometimes leaves her exhausted and vulnerable. Quinn’s ruthlessness in securing valuable tech, while effective, has garnered her a reputation for being unyielding and even cold-hearted, creating friction with outsiders and some within her own faction. Her deep-seated resentment toward those who look down on the Rust Keepers fuels a stubborn pride, making her resistant to compromise or collaboration with those she perceives as condescending. These flaws, combined with her fierce independence, often isolate her in ways that hinder her ability to see beyond her own perspective.

Relationships

Ironclad Quinn

Wife (Vital)

Towards Garrick Thorne

5
0

Frank


Garrick Thorne

Husband (Vital)

Towards Ironclad Quinn

5
0

Frank


History

Quinn met Garrick Thorne during a salvage mission gone awry in the barren wastes. She had been hunting for rare components in an abandoned tech bunker when a rival group of scavengers ambushed her. Pinned down and outnumbered, Quinn was prepared to go down swinging until Garrick appeared, a lone wanderer with a knack for improvisation and a rifle slung over his shoulder. Together, they fought off the scavengers, Quinn impressed by his calm under pressure and sharp tactical mind. After the dust settled, Garrick revealed he was a former mercenary turned drifter, seeking purpose beyond the violence of his past. Their partnership began out of mutual respect, but late-night conversations by campfires and shared triumphs over adversity eventually forged a bond neither could ignore. Garrick’s steady demeanor balanced Quinn’s intensity, and his quiet wit became her favorite reprieve from the chaos of their world.

Species
Currently Held Titles
Year of Birth
73 SE 40 Years old
Birthplace
Family
Spouses
Garrick Thorne (Husband)
Siblings
Pronouns
She/Her/Hers
Sex
Female
Gender
Female
Presentation
Female
Hair
Brown
Skin Tone/Pigmentation
Brown
Height
5'10" (178 cm)
Weight
170 pounds (77 kg)
Owned Vehicles
Aligned Organization
Known Languages

French, English, Rusted Code

Priorities.

Instead of using your Hit Dice to recover hit points during a short rest, you can expend them to regain tech points. For each Hit Die spent, you recover 2 tech points rather than recover hit points. You cannot have more tech points than your maximum.

Friggin’ Love Science.

You can spend one tech point to set your next d20 roll Intelligence (Science) or Intelligence (Engineer) check to a natural 20.

Failsafe.

If someone other than you attempts to use your weapon with a shiny red button on it (regardless if they press it), the weapon explodes, inflicting a critical hit of weapon damage on the unlucky handler and stunning them until the beginning of your next turn. The weapon is now broken (it can be fixed normally).

Ham Hands

You can use both hands when grappling a target your size or smaller to have advantage on all rolls related to the grapple.

Head Butt

While grappling a creature your size or smaller, you can inflict 20d6 damage on the target as a bonus action. Once you use this feature, you cannot use it again until you take a short rest or long rest.

Ultra Max Modification

20d8 damage

Head Slam

If you have one grappled creature in each hand, you can use a bonus action and make an unarmed melee attack against each target. A hit deals 2d6+7 damage to each target.

Ultra Max Modification

2d8+7 damage

Bear Hug

When grappling a target your size or smaller with two hands, you may attempt a bear hug. Make an unarmed strike as your action (or one of your attacks). A hit inflicts 2d6+7 damage.

Ultra Max Modification

2d8+7

Neck Snap

If you make an unarmed strike against a target you are grappling, you score a critical hit on a natural roll of 19 or 20.

Hulking

You gain temporary 54 hit points. As long as you have temporary hit points, you gain a bonus to damage rolls with melee attacks equal to your primary juggernaut ability. You suffer disadvantage on all skill checks, ability checks, and attack rolls utilizing Intelligence, Wisdom, or Charisma for one hour.

Feature: Make It Work

Your can do spirit and problem solving gets you through most of life's problems. Once per a long rest, you can reroll any d20. This does not count as having advantage and you must take the new roll. You may choose to reroll the die after you know if the roll is a success or not.

Ironclad Quinn-Portrait.png


Comments

Author's Notes

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