MRE: Dryad

Dryads are a type of earth fey (writer note, earth and wood are now one, it makes more sense then just dirt) related to nymphs, with close ties to trees.

Each Dryad is connected to a specif tree, typically the one they are birthed from, however some are not birthed from trees, and will later find an uninhabited tree to bond with. That tree is their anchor, and while they may leave that tree at will, the more time spent apart typically the weaker they become. If the tree is destroyed, the effects can be dire on a dryad, many will not ever recover from such an event.

At a young age, dryads typically appear as young nymphs. Perfect skin, lithe bodies, outrageous coloured hair (typically colours of leaves or flowers of their tree), and always female. As they age, their skin tends to become more bark-like, and their fingers can become long and claw like. this is the first adult stage they will reach. from there they become more tree like. A full grown dryad becomes paired perfectly with her tree and can simply animate it with her will. However, many are able to take on forms of their younger selves, through methods not fully explained. though a form of astral projection is assumed.

When becoming an arch fey, they will take over any uninhabited trees surrounding them, their will and consciousness spreading to all of them until they become one in many bodies. however their original tree will remain the largest in the grove. If that is destroyed however, the recovery time is much shorter, as they have support in other bodies to keep sane.

Dryads are a female species, able to reproduce through a number of means. There is the more, human method of sexual intercourse as we know it. the female of the union will produce another dryad, the male will typically be a male of the other species, or sometimes an elf. And there is a method more akin to how plants reproduce. There is a number of insect like fey, if a male of one of these properly pollinates a dryad's tree while she inhabits it, the fruit or seeds of the tree produces from that will eventually row into trees that will bear young dryads. We are speculating on the nesary of the gender of the other fey, as none of us are proper botanists, and really are working from second hand knowledge. all we know is they are considered the father of the children born, even if they do not attempt to raise the young.

Due to the second form or reproduction dryads appear to be the species with the most controlled growth. typically living in groves of arch fey, their life is greatly affects by their arch fey. Typically a mother of many previous generations, their tree is directly influenced by the arch fey, and thus they too are directly influenced. Able to be spoken to while in their tree directly from the arch fey as well as how their tree ages, a dryad hundreds of years old, might still be in her first stages of life by the will of her great mother. while a younger sibling may be in their last phases of life.

Dryad in combat are cruel and un caring foes. At least for their opponent. Fighting on the defence of their forest they will not stop until the transgressor is dead. they are able to call on animals of the wild, as well and ents and other low ranking earth fey. It is best to avoid known dryads at all costs. 


Kongthf urf Weapon dump.

Proton Pack +2 1d10 damage 5/10 Protonic Technomogy, Anti-ghost
Proton sword, +2 1d8 Protonic, Heavy blade  Technology, Anti-ghost

Anti-ghost weapons deal full damage to insubstantial creatures.
 Protonic weapons as a catagory deals one die damage larger to undead creatures. 

Ghost trap
Close Blast 5 +6 vs Will
Target: Any bloodied insubstantial undead creatures in burst.
Target is stunned, immobilized, and can not teleport. (saves ends all)
3 failed saves: Target is imprisoned within the ghost trap. The ghost trap can not be used again until all things imprisoned are removed.
Paragon tier: +15 vs will 2 failed saves
epid tier: +i don't even know, first failed save. 

Pocket Knight: 

This small item combines the speed of a short sword, with the power of a long sword, as well has a built in shield for those travelling alone in dangerous ares, but can't afford the space or weight all these items would cost.

Short blade
+3 1d6 Heavy blade Technology, off hand, Defensive

+3 1d8 Heavy Blade Technology, defensive 

You can switch between long or short blade as a minor action, but must still follow normal handed rules. (this needs better wording)

Owlbear mace
 Owlbears are the combination of an owl, and a bear. there is no way you can combine those creatures without it being terrifying. it is a bear, with perfect night vision that can stare right into your very soul. you want some fucking mace to fight those fuckers off. And normal bear mace doesn't work. So get some owlbear mace. starting at the low low price of 4gp!

owlbearmace (heroic tier) +7 vs fort close blast 2: every creature in burst. target is dazed and blinded (save ends both)

New exotic Weapons!
One handed Range
Light Pistol +3 1d8 10/20 30gp 1lb Gun Load Free, Technology
Heavy Pistol +2 1d10 10/20 30gp 2lb Gun Load Free, Technology, High Crit, Versatile
Two handed Range
Light Rifle +3 1d12 20/40 30gp 4lb Gun Load Free, Technology
Heavy Rifle +2 2d6 20/40 30gp 5lb Gun Load Free, Technology, Brutal 1
Shotgun +2 3d4 5/10 25gp 6lb Gun Load Free, Technology, Brutal 1, High Crit.

Light Pistol holds 17 rounds in a magazine takes a move action to replace the magazine
Heavy Pistol holds 8 rounds in a magazine, takes move action to replace
Light Rifle holds 30 "
Heavy Rifle holds 20 "
Shotgun holds 6 "

Weapons with the technology keyword can only be used with basic attacks or with powers with the technology keyword

New Feat:
Gun Expertise
Requirement: most be proficient in at least 2 gun types.
Benefit: You can use weapons with the Technology keyword with powers with out the Technology keyword.
You add +1/+2/+3 to attacks using guns by tier.

Tech Expert
Requirement: Must be able to use two types of Technology weapons.
Benefit: You can use weapons with the Technology keyword with powers with out the Technology keyword. 


MRE: Random Undead Dump

Ash Wraith

Occouring around sights of large fires where in people died. they are similar to ghosts as they are aspects of the minds of th epeopel who died, though most are compisits, some a single person, however they have now also metaphorically been consumed by fire. these pyromanic spectres strive to burn everything. As time goes on they gain pooiwer, and gain more of a mind. Eventaully seeking to destroy all they reminder from their life. Probably in hope to reclaim their lost life in same twisted way.

While they rarely possess any pyrokentic ability, their embers are forever red hot, and can easily start fires on contact. These can be used as projectiles, giving them a limited ability to attack at a range. However most likely they will just attempt to start the fire and flee when confronted.

If the embers are cooled or smothered the ash wraith will dissipate, but if their ashes are ever relit, they might return.

Glowing Screaming Skeleton

How these creatures came to be remains a mystery at large. What is known is that despite the fact they both give off light, and are constantly emitting a blood curlicuing scream of death, they are masters at ambush.

This is due to their ability to teleport. How or why they do so is unknown, but you can quickly find yourself surrounded byt he warm glow and cry of death these monsters bring, and just like that they leave once more, their victum claimed.

Luckily they are no more durable then a typical skeleton, but do attack with out cause or warning.

Walking Skin

A rather disturbing form of undead, used due to their cheapness to make, and as well the fact that when utilizing skeletons it allows you to use the remains. Literally the reanimated skin of a creature, commonly humans, they move around slowly and are really gross to look at, luckily they are easy to deal with, light and think, bladed weapons take them apart.

But Seriously. super. gross.


Right now just a theoretical being, however, if such a being was created it would likely spell the end of the world. the power and knowledge of a demi lich combined with the pure brute strength of a semi truck. my god.


Not really undead persay, but is typically a still living being under the effects of a reanimation spell, such as create skeleton. This leaves the victum as an unwilling thrall, but with out the benifit of being dead and unaware of their fate. Complicated to create, they are rarely seen, but worth noting as that killing the victum doesn't do anything, they simply become whatever undead they were being controlled as.

Some cults dedicated to liches undergo this process willingly in hopes of gleaming a sort of immortality from it, however just end up being utilized as reusable pawns.


MRE: The Lich

The lich is by far one of the most powerful undead out in the world. The magic alone necessary to make one denotes how powerful the person was in life. several rituals are known for the process, all typically requiring a significant amount of magic to perform and often human sacrifice. the lich's soul is then kept in a vessel, typically a ring, or something easily hidden acting as a phylactery As long as it exists, the lich is functionally immortal.

However time does ware on the lich's body. over time bones do become more brittle, however its powerful magical essence will stop it from ever truly falling apart. Many embrace this change, seeing it as transcending into demi-lichdom, with powers rivalling a demi-god with knowledge of thousands of years. Others fear this, and go to lengths to see it stopped, even going as far as bronzing their bones, giving their body more durability and a form that will never truly rot away.

All liches are skeletal. during the ritual, their blood becomes a slight acid, making them feel untold pain, and burning away all flesh from their bones. Though there is a ritual that does not do this, the flesh still rots away in time, even with proper embalming, they will never pass as human again. However, most have powerful enough magic that this no longer matters, they can control thralls to acquire whatever they might need, or even have willing servants going out into the world for them.

Event he weakest of the liches rival the most powerful archmages human have to rival. if a lich so despires, much of the world could lay in ruin at their feet. Luckily liches are typically short sighted, and as tiem goes on earthly desires die entirely and they begin to gleam a bigger picture, that largely leaves them just to study their magic, and explore unearthly places.

Luckily, despite their power, liches aren't impossible to deal with. like most mages, they require specif movements to cast spells, their bones grow brital with time, so with proper distractions and close combat, they can be rendered generally ineffectual. however, they are able to channel their power into their touch, causing rot similar to that of a mummy, so if a hunter leaves and opening, it might be their last. Luckily this seems to be rather taxing so all but the very desperate, or very powerful tend to avoid using this. As well, there are a number of rituals available to track the essence from the defeated lich's body to its phylactery, which then properly dealt with destroys the lich forever.

It is commonly beleived that destroying the phylactery before defeating th elich will weaken it, this is not true, and sometimes the reserve can be true. Though killing it then will kill it forever, since part of it is left in the phylactery, you effectively just made th elich whole for the time being, though most tend to keep just the basic power in its phylactery, some leave a lot of pwoer there, causing you to just make a deadly foe more deadly.

It is worth stating that when the MRE has gone up against powerful liches in the past, there has often been pledged support from outide factions. Typically the MRI like to assist in hopes of learning more secrets of magic, as well to steal tomes or at least stake a claim to them so that the MRE is forced to share whatever secrets may lie with in. However, there has been times where Witches of the white have sent a small ditactment to assist, requesting no payment, and as well choirs of angels have appeared to assist in the final push in more then one lich assault. The Order of the black lotus' suggestion 'just attack its hand and library' have not been helpful however.

Most intereswting of all however was when a small band of dwarves appeared, and in clear english announced that they were going to help destroy this lich once and for all. It is beleived that the lich had been at war with these dwarfs, but all the same this was a one of a kind event. the dwarf ritualist proving to be almost a match for the lich its self. However after its defeat the dwarfs were nto to kind at helping the contact team leave its liar, claimign it as part of their dominoin, and it wa sonly by their good graces the contact team was not killed on sight.

In closing, Liches are powerful foes, but with proper planning, and ability, they are not much more difficult to deal with then a living wizard, however, they are never to be under estimated, as they are wily as they are old, and their liars and minds are laden with traps.


MRE: The Fey

I wrote a guide on demons, and it wasn't really, fitting to my standards, which are shockingly low. So, i'm trying to think of better ways to work with the fey.

So, what are the fey?

The fey are in some respects nature spirits, but they aren't of this realm, in fact coming from what i am right now calling "The Green" because i'm original as fuck. However, they still represent aspects of earth's nature, similar to dragons. So that means there is fey for each spiritual element.

Earth, Wind, fire, water, wood, steel, and that's probably all of them? All that comes to mind.

So, in theory, all fey can be fit into one of the six categories. steel could be included in earth, but let's not get intot hat yet.

Anyway, so yeah each fey can be tied to these, can manipulate them to high degree and whathave you. liek the dryad is a wood fey, and as such most of their magic is related to wood (boner joke) such as tree stepping, barkskin, as well as commanding lesser wood fey creatures like ents and such what.

Nixie and nymphs would be water fey, capible of basic to more advanced hydromancy, as well as illusions and ice, and cold. Water is a powerful element, but then Water is a powerful thing.

Wind would be the domain of sylphs and pixies, be shit like flying pushing, sumoning whirlwinds, and so on. Wind is a powerful but indirect element, wind slwoly breaks you down, but can also just some in and smash you apart though for a limited time, this is soemthign that should be reflected. as well as should be storms. so a lightning fey would be a wind fey

Earth is a hard element, maybe iw on't use it since that would be they wouldn't necessarily have. i will look into it. but right now, it's with steel in that it might not be the best thing to use

Fire is the death leading to new life element. though fire destroys all it touches, in nature it brings on change. Also fire is really unrepresented in mythology. Fire is typically tied to evil forces (logically so, it destroys homes and needs to be controlled to be a tool) but i got some idears for that. right now is an unnamed branch of creature with basically the opisate sex dis morphia of that of humans. females are larger, more muscular, valuing strength and muscle, where the men are shorter whisp, this taken to some extremes, because they fey should be about the extreme. as well the Salamander could be a fey creature. id didn't tie to the demonic, so it's still up for grabs.

Steel, iunno, i kinda like the idea of elven like creatures, that are a mix of knights in shining armour and the tin man. though clearly not tin, cause for reasons i have not yet reasoned, tin fucks fey magic. maybe steel fey are the one that can get around it.

simple sprites are from every element, where as pixies are about 3 feet tall, sprites are about half that, as well, they aren't too bright. able to follow instruction, but their child like mind doesn't really let them be too useful. These are creatures often looked on with distaste and if they are tempting someone to become fey blooded quickly will be sacrificed to give them their blood.

Then there are the arch fey. who excist above others, they are not nesarily bound to an element, generally being of several, or all of them. They however aren't really born as made. Though fey are functioanlly immortal, as some age they get mor epwoerful, these will eventaully become arch fey. They are hundreds of thousands of years old, some of them lost any human like apperance they once had and now are more the elements that made them. like one would be a small lake with trees surrounding them, they are still very aware of their area, and are able to manifest a form if they need to directly interact, but it seen as petty to do so.

fey have alien minds, they don't think and reason like humans would. Urgency is not a concern, as the fey are basically immortal (even elves living for thousands of years) and come from a wholly different world. this is the hardest thing to convey, as it is being written by a human, human like motives are attached or they just seem directionless and stupid.

This is soemthing i will need to plug away on. i got some interesting ideas design wise, but it is hard to put into words.


MRE: A stab at game deign

Alright, so a MRE table top game is something i've been trying to decide on for a while, it's something that would fit and as well would partner with the guides, allowing them to serve a secondary purpose. they might not have stats, but hopefully the game will be modular enough that reading something about death knights would let you add in different parts and make the new monster in this purely fluff book. That is the design idea anyway. Monsters won't so much just be just bits and pieces of key words, but a health does of key words combined with judgment and rolled into the mechanics should allow you to make any kind of monster.

frankly in a lot of table top games, surrounding and element ties and a few special abilities is what really makes a monster, so a design like this doesn't really take anything away from it it just kind of lays it out flat. but even with int he key words there should be some wiggle room. It's a design idea i currently like, and largely how i design. I look at something, break it into parts, and then just play with the parts it can be don't on multi levels, and hopefully this can be reflected somewhat int he end product.

the game right now is a d100 system idea, i like it because it's rather clean cut. you roll you have a chance to do soemthing, at it's base it is the easiest to explain to some one "okay, roll these it will give you a number, if it is lower then the number on yoru sheet you passed." As well, degrees of success should come into play. sure you have a 40% chance of doing it,but you should also have a chance of doing it better. it shouldn't ever be game breaking, but it should always be impactful, right now i am going with a system of ten. every ten lower you rolled then the nessary number is a degree of success. so if you had a 46 and get 27 you get one degree of success where as 26 would be two. degrees of success is where things would be markably different. combat it might improve your chances to hit, where as climbing it might give a bonus to movement.

It's not a difficult concept and right there dictates a lot of how the game will be played. As well oposing roles are a concept i like. For melee combat it adds a sense of dynamic combat, you're actively rolling against someone, rather then static defences. So let's say character A has 50 in attack, and Character B has 50 in parry. character A attacks, get a 50 dead on. character B simply has to pass his parry to black the attack. Character A gets a 29, now B has to roll under 30 thanks to A's 2 degrees of success. a very successful Parry i'm not sure right now, perhaps a bonus if on their next turn they atack the person whom attack them. So if A rolled 50 and B got 23, and B's attack is also 50, if on his next turn he attacks A he counts as having a 70. This is also where degrees of success would come in handy, as A still only has a 50 in parrying, A still stands a good chance to block, but B has a longer range for degrees of sucess thus is more likely to succeed. This would work well in melee combat, in ranged combat a similar system could be used, however a super successful dodge granting a damage bonus doesn't make the most amount of sense. this will be addressed in the future.

Stats! They will be a out of 100 as well, allowing them to be tested directly. Currently there is 8. Strength, Endurance, Reaction, Agility, Intuition, Logic, Willpower, Personality.

These are of course highly subject to change, and likely will be. but as it stands, here we are.

strength is clearly your heavy lifting, throwing, melee damage and so on stat.

Endurance will determine things like hit points, how well you stand up to being poisoned, stuff like that.

Reaction is a reactionary (a shock) stat used for dodging, likely parrying, might get rolled into agility if i can't do too much with it. will also likely be your initiative score and one you use for whack-a-mole

Agility: Aka Quickness, Aka, Dextarity, AKA, the hitting stuff, walking a tight rope, doing a cartwheel, nimble fingers, stat.

Intuition, your gut feeling, Something isn't right. We should trust him, This looks like the grounding wire, i think. It's your first mental reaction to a situation.

Loagic, this is used for math, computers, detective work, actual bomb defusing, if you know how electronics work. Stuff like that.

Will Power: your force of will. this is a more passive stat, it keeps you out of getting conned, working while you want to pass out, driving you forward when you just want to sleep. Or stopping you from doing something compulsive like eat all the sandwiches when you just ate a bagel

Personality: Also could be presence. This how well people take notice of you. When you enter the room, does it hush, does no one notice, as well this is what makes you the smooth talker or the best person to convince the terrorist to put his gun down because you are just so overwhelming, your threats to blow up the world if they don't stop first is actually convincing.

Stars will range from 1 to high, pure blooded human maximum is likely being put at 75, though those of mixed race might find themselves able to raise it above, though as a price.  Average should be about 30? it's a decent chance of success, but isn't really going to do it all the time. body builder and such will have like 50 strength and what not.


Now it's capped at 50, assumed average is 25.

Special Stat: Knack. Knack measures one's magical ability, this starts off much lower. and the human maximum is around 50 or 60. I figure each character baring defects would start with a knack of 10, this representing a chance to just happen into magic. but any more is purchased during character generation like any other stat, and as well levels up like an other stat.

Update: knack is now capped at 40. starts at 5. for free.


I have no fucking idea right now. Can't just use straight stat + skill points, can i? mechanically i have a system for going over 100, but it's not really something i designed to be progressed into. Another idea is to use 1/10th of their stat as the base and from there it is bought up, so by virtue of being kinda strong, you have a 5% chance of doing anythign strength related. maybe you add in half. one fifth? there needs to be some kind of single system here. and i need to figure this out. I will talk to some other design people, see what they think. and get back to this.

This right now is my hardest part. i can easily figure out what skills do, how they interact, but not what they are or how i get them.

system for going over 100 (kinda)

Basically, at 90, your chances of success are so great, it's pointless to roll, right? that is why nothing will ever reach 91. instead we get into theoretical. Basically rolling for 45 and under twice is the same as rolling once for 90 and under. And so this is what happens. it might get changes to 80, so there's no real point where you are like "aw yeah, always win time" So it would be represented as (1)45, the number in brackets being how many extra d100s you roll for this skill or stat check.

With this, if either roll was under the designated number it is a success. however, degrees of success only enter into it when both are rolled under. this means you are likely to succeed but not necessarily super win. Alternate idea, degrees of success if one is over is halved? i'm not sure the language to use, but basically 25 and 60 would be a success with one degree of success under this.

the number in the brackets is functionally infinite, but each time it is set back to 45 (40 is 80 is used) each time you add a number to it. so (1)90 becomes (2)45, and so forth.

MRE: Undead idea

Glowing screaming skeletons, able to teleport without any outside assistance.

MRE: Angels

The angels appear much like the ones in the herbrew bible. horrible creatures that you'd basiclaly shit your pants or go blind if you saw, acompanied by shit like burning wheels covered in eyes and other horrible things.

Seriously, those things are fucked. up.

What makes them interesting is that the body themselves are mostly vessels, designed to hold the mind of an angel, the actual angel a being of pure energy and thought, normally invisible. As well each body can hold multiple minds. This serves many purposes, the most observed is allowing slain angels to survive, as the being of thought can only exist on their own for a short peroid of time with out any new energy being added or being host in something else. This means so logn as there is another angel near by, or on of the burning eye wheels things, they are basically immortal, and is also why they abhor fighting fallen angels, and try their best to merely maim and damage them, rather then kill them out right.

The eye covered burning wheel is a multi purposed servitor type creature. Able to act as an inter denominational gate, host back up, energy source,  and in extreme cases ordinance. This is why it is typically witnessed around angels, as in the event of an attack it can be used as a quick escape, or back up body if that band of angels is wiped out.

Physical bodies exist only in number of mental bodies, and created from strange creation pools held on the angel's native plane. These pools are guarded to the death, lest fallen angels, or demons gain control of them. Though any body made would be soulless, human souls, properly treated can be used to create new angels, and demons would not be above using their followers to make beings as powerful as some angels, instead of using them for their more twisted means. As such, humans of true intention of spirit are sometimes called on in their time of death to join their ranks. Though all memory of their past is destroyed int he process, parts of their personality remain, hopefully giving the angels a new and stalwart comrade in arms.

Interesting, angels are the only interdenominational being that the blood of such has not been experimented with, likely due to their rarity, only appearing when they are an agenda, and the fact the bodies are destroyed on death, likely to deny fallen angels a possibly recoverable trophy or host.

Fallen Angels

Fallen angels are generally catagoried as demons, as they are often in leige witht hem, but they are infact a seperate creature. Falling their commandre Luicifer to his fall, they were exiled to the abyss among the demons. Despite numerous bids for control, and stories otherwise, Lucifer is not even among the chief powers of the abyss.

Fallen angels physical numbers dwindle each passing year, unable to create new hosts for themselves, each physical angel is often several personalities in one form, the strongest of such controlling the form. Attempts have been made to create new bodies, and some are in fact possessing the undead remains of their original host body, being part of the proto-angels, whom did not self destruct on death. As a result many have gone mad, and resorted to extreme measures to attempt for solitude or singularity in their body, even attempting to bargain with powerful demon lords to aqquire one fo the creation pools fromt he angels  but as such, no such campaign has been launched.


MRE: Manticore

Manticores are horrible monsters, the name meaning literally man eater they live up to it with otu a doubt.

If more numerous they would be the apex predator of most of earth, luckily they are largely still hunted, but not extinct. a feline body near the size of a rhino housing unearthly sharp claws, is one of the most common traits among all types of manticores, whoever there are many off shoots but are all similar enough creatures.

the most deadly of such is probably the goofiest looking. In addition to the large lion like body they have large bat like wings, capable of limited flight, a scorpion like tail, and a head of a man with 3 rows of sharp like teeth. These appear to be the most intelligent, able to actually speak and plan some what clever attacks, in addition the tail quickly produces poison as is able to launch the sharpest point of its tail giving it a deadly ranged attack. Though not necessarily the most poison monster out there, the toxin causes terrible burning, and will often subdue most humans with one barb.

Other variants exist, though it seems to be a game of mix and match. Some have more like like heads, seemign to be less cunning but far more violent, as well they have 4 to six rows of teeth, leaving a single bite moire deadly then a shark's. Others are wingless, but a bit bulkier, making up for their lack of mobility with more muscle mass. As well Reptilian tails are not uncommon. the lack of poison is made up with a creature with a far more durable hide and thicker bones.

It is currently unknown how these differences came about, and if these are one strain of creature, with different stages through maturity, or a result of inter-species breeding. sadly even ones able to talk are far more concerned with their next meal then they are with sharing information.

Currently they have been spotted all the way from italy to south east asia, preferring hot to warm climates, luckily the lack of sighting in the Americas does give some safety if their numbers ever reach critical portions. Luckily they seem to be rare enough that this should not ever be an issue. 

At the current time they are ranked at kill on sight despite being natural to earth.

MRE: Dwarfs

Dwarfs are best described at Tiny Giants. Giants range from 18 to 30 feet tall. With smaller sub races typically being 8 to 15. dwarfs are at best, 4 feet tall. But unmistakably giants.

There are several things to note about giants. They have tight muscle structures, allowing them greater strength from lighter builds, which is then impacted by the fact more of them are brick shit houses. Trolls are a more extreme example of this, most of them being surprising  lanky, but proportionally the strongest giant.Giants also tend to live for centuries, though not as logn as dragons, giants still live for extreme long times. Giants when injured will often enter what is commonly called a giant rampage, where in hormones are released acting as a pain killer but greatly increasing aggressiveness, and since they are most commonly hurt in fights, they tend to just go shit wild and fuck things up.As well as ape like proportions, arms longer legs shorter, though not to the extent of a gorilla, they are unmistakably not human.

Dwarfs have all of these, all in a clean compact package. They are also the most numerous giant, and one of the few that live in large communities. and have developed an advanced civilization parallel to that of humans. They have a hording nature, precious stones, gems, chemicals, knowledge, technology, all that can be of value to them. Even that isn't necessarily useful. A mix of magpies and lore masters.

This said, Towns near by will often notice things missing, usually around the same time every year things just disappear int he night, never really the same thing, unless it looks different, but stuff from cell phones (which baffle dwarfs, being giants) to cars and chairs as the dwarfs collect new things to study. They rarely ever reproduce these things, unless they will better help them big or smith, but simply knowing how they work consumes them.

Dwarfs as a whole lack a strong knack for magic. Though many know how magic works, even better then humans dedicated to its study, their combat mages are often lacklustre, even if they wide spread in spell types. However, magics where knack is less necessary dwarfs excel. dwarven magic weapons, if can be procured are among the finest made on this planet. sturdy built, with strong enchantment, no human has ever matched their ability. As well their ritualists have overcome many obstacle we have not yet been able to overcome. rumoured to bring fallen warriors back from the dead as they fall, while not resorting to necromancy. As well, reports show they have blue prints to make modern nuclear weapons, but have no desire to ever make such a weapon.

Dwarfs are largely consumed with their own affairs, their dealings with humans limited at best, if an object can't be used to mine or smith better, it holds no real value to them. Ones with a large military bend still have some sway and their weapons are almost comparable to humans, however, only on a personal scale, as they have no need for war machines, since the only foe they come across are other giant subtypes which have long since become masters at defeating.

Dwarfs have a rather rigid social structure, the accient lore masters leading the people, as they knwo the most and therefore are the most wise. Dwarfs are given a role in the country as they reach maturity, based on how they have done in their studies, but this is not their role in all life, and they will commonly be moved about depending on strengths shown. All fields of work are values equally, as each is necessary of the dwarven way of life. Even those who can not fit with in normal social structure are thought to be of some use. Used as scouts for new tunnels, or on the surface to make sure they are breakign though. or even to go perform the annual raid on a town to look for new knowledge. This gives event he maladjusted a role in life they can be proud of. This is not to say however, outcasts do not happen.

Dwarf outcasts are among the rarest of dwarfs, living in a society that does the best it can to never exile anyone, these are typically indiviguals who have exiled themselves for personal reasons, and attempt to live out their days seclusion. Or rarer yet, attempt to join in humanity being drawn to it for some reason they can not explain. However these are so rare, it's basically never happened.


MRE: S-Blooded

S-blooded (standing in for Super natural blooded) is a class of humans who have taken it upon themselves to inject themselves with the blood of unearthly creatures.

The typical bloods used

Troll blood: this acts as a steroid, increasing muscle growth, applicable strength, endurance, and others, however, it tends to induce a rage effect, causing many users to go berserk.

Dragon Blood: this often increases strength, magic ability, and vision for the duration

Fey blood: increase to cognitive ability, generally seem more sociable, and magic ability, however tends to lace it with fey empowerment, causing it to be disrupted by tin.

Demon blood: Similar to that of fey blood, but more habit forming, and often leaves symptoms similar to that of a hang over.

When properly diluted, it a some what safe temporary steroid, less so, it is more powerful but has more risks attached. Taken pure, mutation is cause almost instantly.

As a subjects introduces the alien blood to their body, mutations usually take place, causing the subject to take on properties of the original creature. Some look at this as favourable, however it still makes them less human.

troll blood tends to be the most mutative, and more easily then any other result in the subject becoming a full blooded troll, requiring no outside source, other then a steady stream of troll blood. this often makes it a less desirable steroid, and when combined to the general degradation of mental health caused by the troll blood it is by far the most dangerous. However, it is used by those requiring some quick muscle, and the regenerative property of trolls makes it desirable, finding a way into some medic bags, as a last ditch medicine.

Dragon blood allows for greater feats of strength and magic, however, prolonged use will often result in the growth of scales, mutation of the eyes, granting better night vision, and eventually becoming something similar to the Dragonborn. Rituals exist to take such a persona nd turn them into a true half dragon, and with further blood use, into a full dragon, though often a mutt, unless the blood intact is checked to make sure it has been from one type of dragon. The transformation is far from painless, and in fact could be one of the most painful things know to the MRE. The stress the feeling of yoru body ripping its self apart tends to leave the subject mad for a long period of time, and its enraged state, tends to be fatal to all involved, even the new dragon.

Fey blood, tends to make one more charismatic, magically inclined, and fickle. However, fey blood is likely the second most mutative blood type, first noticeable int he subjects ears, but this is easily hidden. Fey blooded people also tend to be able to amp up power with what they call "fey infusion" this allows them to cast a more powerful spell at less drain, but leaves it as fey magic, and thus disreputable by tin. Too much fey blood will often result in the subject becoming an elf life creature, however, with proper ritual they can become a full blooded fey. However, the end result, often has little resemble to the previous subject, their mind now that of a fey, and even though they possess the old memories, they will often have a radically different outlook and personality. Some are able to over come this for a while, but so far all have retreated from the human world after such a ritual. Those who become elves willingly are often given positions of minor power within the fey community, acting as guard captains or envoys to the human world. Where as those who become full fey, are often given special roles, and have been recruited for a specif cause.

Demon blood there is less known about, as those encountered with this alfiction are considerably evil and dealt with. however it does resemble fey blooded in some ways, but seems to make the subject mor eprone to demonic possession. As such this is widely suggested against as it is largely unknown.

Typically the MRE treats the S-blooded with suspicion, however several top agents and contact team members are of mix blood, but have proven to be trustworthy, or have had this state thrust upon them when they would have not chosen this.

MRE: Elves

Elves are the most human like of th efey. Reportedly originally from the intermingling of humans and different fey types, the actual "elf" is a broad category. Ranging in highest between three feet and 6'6 there is no 'standard' elf. However, despite this range in height there is some similarities.

All of them have proper adult proportions, All have the trade mark pointed ears and lithe bodies, and all of them lack body hair from the neck down, most from the eyebrows down.fair skinned, as well as few blemishes, making them stunning to humans, but the presence of blemish generally makes them undesirable to fey.

Beyond this, hair colour, facial features, skin colour, all all over the place. though skin tone tends to be with in the human scale, greens and blues do exist.

Elves are born between the union of a human and a fey, between two elves, or sometimes between an elf and another fey or human, however this commonly results in a child more akin to the non elf then an elf.

As well, first generation elves can be created from the overuse of fey blood. Though True elfdom takes a bit of a magic spark, most are so far gone at this point that they welcome it, often with offers of power and a place int he fey world.

However Elves are typically second class citizens, even the highest ranking being at best the lowest ranking of of a noble house. They are however commonly used as envoys to the human world, where due to their near perfect skin and lithe proportion they are seen as stunningly beautiful, and those so inclined will often attempt to use this perception for personal gain. However, if their patron finds out about this, the punishment can be rather severe, the most extreme being death.

solitary or groups (4 to 0)
3 to 18 hp.
Out of old dnd jokes.
the end.


MRE: The Roc

Can you smell what the Roc is cooking?

Physical description: The roc is a dull coloured bird, standing roughly 20 feet tall, with a wingspan of roughly 52 feet, i don't know about birds to speculate weight. but a lot. It;s coloured like a morning dove, with some whites, greys, and beiges.  large hooked beak of a raptor, with bone sheering claws. Basically if this bird wasn't bigger then a Buick, it wouldn't be very impressive.

Information: The Roc, commonly spelled Rukh, is a diurnal bird of prey, largely noteworthy of it's size. Native to north eastern africa and west asia, they are an impressive hunter. Capable of downing elephants, There is not much these creatures will not attack if they are seen as food. even the rare van has turned up in nests. As with most birds, their true motives can't be discerned but by large they don't seem to target humans directly, and combined with their slow birth rates, have been left alone. However, as powerful creatures, they must be observed, and prepared against.

Tactics advice: Like all birds, they have a hollow skeleton, and bones that break relatively easily. however, most fire arms short of anti material rifles, don't seem to have much effect. it is best to stay out of sight until they pass if you are honestly concerned about your pet elephant.


MRE: Goblins

Goblins will likely be my next single monster type guide. because well, everyone likes goblins, right?

Goblins will be largely nocturnal creatures, of slight build, but usually malicious intent. Not necessarily a man killed, but they certainly don't' shy away from it.

They aren't earth based, but have been here for so long they have built up a tolerance to iron. they still don't like it, but it just causes pain, so outside of the gremlin, planar origin is unknown, however due to the gremlin it is assumed they are originally fey, expelled for unknown reasons.

Several types of goblin come to mind: Standard Goblins (small green nasties), Black goblins (larger, maybe 3 feet tall, stronger, a touch smarter, but still a dumb pack animal), hobgoblin (tallest of the true goblin standing an impressive 4 feet tall. almost human intelligence, nasty as heck, can actually learn tactics and fighting), bugbears (super nocturnal hunters, probably the scariest, smaller packs, hate light),Brownies (foot and a half tall, tend to live like mice, smart, clean up places but steal food, vicious if discovered), gnomes (annoying little creatures, more human liek the the others, less carnivorous then others, probably the smartest of the lot) and gremlins (smallest goblin, hates technology, clearly fey in origin) as well as the redcap mutation (appears in true goblins, is a kind of psychosis with noticeable physical mutation, making them far more aggressive)

The true goblins, as they will be called are the standard goblin, the black goblin, and the hobgoblin. each are pack animals, primarily carnivores, both hunters and scavengers, hunting things despite the size. hobgoblins tend to act more orderly, and have been known to be able to use complex weapons, though not maintain them. even reloading a rifle can be too too much work. normal goblins are typically weak, but come in large numbers. sharp features, claws, and teeth, make them notable. though weighing maybe 20 pounds mean that a few people could easily fight off a dozen or so with little issue. however, sometimes they come with knives, and pointed sticks. that is when they become dangerous. black goblins are bigger then normal goblins, weigh a more heavy 40 to 50 pounds, and come in about the same number. they are also braver, and willing to fight to the death.

Bugbears are strictly night creatures, large owl like eyes, with bat like ears and nose help enforce this. sharp teeth and powerful claws help them take down prey. They also tend to be furred. short but shaggy hair covering most of their body. females getting to be as large a 4'6 and weighing up to 150 pounds, they are no simple matter. luckily they tend to only hunt in groups of 6 or so. they also tend to make more bird like sounds, from barn owl screeches, to loon like calls, they able to confuse prey and then move in and brutally kill whatever. able to take down deer, and even the lucky elk.

brownies are small creatures,maybe a foot tall, skeletons similar to mice allow them to hide in walls and small holes comfortably. taking shelter in homes and such they will often 'help' at night by cleaning up, returning objects to where they observed them earlier in the day or most frequently, and then will reward themselves with food, either left out, or stolen. they however are very secretive and if discovered may turn violent. however, if not atacked they will often try to make amends during the night. If attacked, then it is war. with them setting simple traps and attacking in the night.

Gnomes are about the size of brownies, but lack the adaptive skeleton, and typically make homes in gardens, helping in whatever manner they deem fit. As well they tend to be pranksters with little concern for safety. they are the most magically inclined, knowing some fey magic, but rarely use it offensively, and largely only to tend off predator creatures such as badgers. Tend to get along with verbose dragons when they meet.

gremlins are tiny creatures, 7 inches tall at the most, able to go clear, and loathe technology. Some creatures aren't compatible (Example: giants being baffled by cell phones) these creatures seem to not only understand it, but know how to break it in ways that might take days to discover. they look like toy goblins in a lot of ways, and have the adaptive skeleton of brownies, making these creatures incredibly annoying and hard to detect. As well being pact creatures, where there is one, there is often quite a few more.

Red caps are a mutant variant of goblins, appearing in one in roughly every 10,000 surviving births of true goblins. they are solitary creatures, and constantly kill every night. the top of their heads turns a reddish brown they grow muscle mass faster, and are animalistic even for goblins. Possible story idea: what if there was a bugbear redcap?


MRE: Other Factions of the World

This is more going to be a running list of groups in the MRE Universe that in some matter interact with them. This will be likely updated from time to time as i think of new ones, simply so i have a single resource to pull from then try to check my notes all the damned times

Magic Research Society
 A coven of wizards, warlocks, witches, and occultists that got together at some point to try to work out the hows and whys of magic. They are a much closer knit group, and rather secretive. Completely self funded, and private they try to keep magic alive, but safe from the populace. As well as the public safe from magic. Nothing like one crazed dark wizard to ruin it for the rest of them. They have also been known to take young children who have a natural connection to magic, either training them to control it, or sealing their powers and returning them home, depending on the situation.

Not really an evil group, and are in no way seeking to have total control of magic, even going so far as publishing notes every few years (A resource the MRE makes constant use of), they aren't very good alligned either, looking out more for self interest then the good of all. However, they have assisted the MRE in every Titan Level Event they have faced to date, and are considered one of their best allies.

Fashion League International
A group of fashion experts and models, banding together to help all with issues of fashion. They aren't  the most useful of allies, but when you want to know if these boots go with this chainmail, it's hard to go wrong with these guys. As well some seem to be wizards, and might have larger goals then currently known.

The Order of The Black Lotus
Despite initial claims, they are in fact named after the playing card. A small group of world wide magic enthusiasts, they are sometimes a worth while knowledge resource. Able to study and catalogue wide births of information quickly, they act largely as an outsourced research team to both the MRE and MRS.

Largely useless in combat, despite claims of being excellent at strategy. Are rarely called unless there is research to be done.

The Witches of the White
A gathering of known fey humanoids, that have assisted the MRE int he past. They all have announced themselves as members of this guild, and wear a symbol similar to that of a white flower. Largely members met are elves and pixies, they have mentioned other species in their ranks, but none of been observed. Current motives are unknown, and largely not trusted however, at the time being they have proven to be steadfast allies in many fields including information gathering, research, and combat. And in fact, given some secrets of magic currently even unknown to even the MRS.

Magical Research Association 
Often thought of the "little brother" of the MRS, they are a conclave of wizards focusing largely on pyromancy, figuring if fire has worked this long why change strategy. Arrogant to a fault, they are willing to help others more readily then most groups, but  assume others have beyond a basic knowledge of magic, and become very dismissive when this is not the case.
When faced with a problem one of three things are done. First it is set on fire. If this does not work, then they use their less often used lightning, the only other kidn of evocation they seem to know, and once that fails they will abandon the project and call in a 'lesser' organization'
Most notable for their invention of a fire that burns everything. even other fire.

Occult Destruction Agency
While the MRE strives to maintain a level of natural preservation, the ODA simply destroys all that would disrupt the norm. Distrustful of magic, they have actually devised a sort of anti-magic which can be used to shut down most wizards and extra-dimensional beings. They also seem to be rather well funded for what amounts to be a super natural hit squad.
At odds with the MRS, but oddly seem to get along with the MRA, probably due to constantly forwarding them clean up jobs.

The Monster Research Emporium

There is always ideas floating around about a shadowy government group made to cover up strange things. Magic, aliens, super-science, it doesn't matter, they do it all. the MRE is my attempt.

What makes this different you might ask? Firstly, it's not a secret. In fact, they are trying to warn the world of these impending dangers. the worst thing is an unknowing public, bungling up what could be an easy task if they were informed. As well, there is a lot of misinformation that needs to be cleared up about how to handle things like zombies, vampires, and demons. Yeah there is some truth to the old stories, but some of them either have things that can't be repeated and therefore should be discounted, or are flat out wrong and could lead to someone getting into trouble.

Second, they aren't really a government organization. They have some funding from different governments, hoping to win sway with them but ultimately, it's privately owned and operated. Some of the founder's motivations aren't necessarily on the up and up, but most the people driving the whole place tend to have their head int he right place.

Third, scope. Typically, the men in black show up and they are running the show, and they have crazy resources, and super weapons that could only come from limitless funding. The MRE doesn't have this. Magic weapons sure, but largely it's people fighting monsters with things you could go out and by right now. As well, the bulk of the origination is a loose network of people sharing information spending their own money to keep evil at bay. Though some of these people later become agents and what not, the bulk is free lance hunters.

So they operate more like Dr Van Helsing from Dracula. Experts in a field, but no one really believes them, and thinks they are nuts. Until they are completely right and save the day.

Fourth, they are more the department of fire safety then a police force. They do have teams of people for assault missions, and even have ties to private security firms to handle large scale threats that need to be handled discreetly, but they would much rather teach the world the dangers of demon summoning or how to handle giant attacks then try to cage away these things for all time. There is a certain balance to things, and to actively attempt to disrupt that would be bad in ways not currently known, as well keeping demons, vampires, giants, and dragons in one location would be A) Costly, and B) bad if that place ever gotten broken into.

They do have research labs across the world, but it is more a short term research station then it is a prison for the unearthly. 

So yeah, there you have it, the MRE, a loose band of people scraping by to educate the world on monsters. Trying to look like a shadowy all powerful government agency.


Kongthf urf Bestiary: Urban Fey

Fey by and large are seen as other worldy spirits of nature. Taking aspects of trees, water, winds, and so on. Urban fey are similar, but, an urban dryad isn't a spirit living in a tree in a park, no, she lives in the walls of a building. Her grotto now the back allies of a large city, which he does her best to preserve. the disinfranchise that come there to get out of the cold, if respectful find themselves an excellent protector. They become her new pets, protecting them like a regular dryad might a rabbit or squirrel.

Nymphs and nixies find less, stunning places to dwell. some ending up at water treatment plants, in storm drains, and the rare fire hydrant. Even creatures like the centaur end up a weird monstrosity, taking on traits like a quad then a horse.

How does this happen? Like all other beings, fey creatures can stumble into Kongthf urf. The effect on the stumble ins is larger then those stolen by the agents of Kongthf. Those brought in stay relatively the same no matter where placed, but stumble ins change to meet their surroundings. As one could imagine, this is not the most pleasant of thing to have happen to you, but once it is done they know no other existence.

any creature of fey origin will have some reaction to stumbling into kongthf urf, though those closer linked to nature will have a much more drastic change then those not such as elves.

Kongthf urf Bestiary: Snobgoblin

The Snobgoblin is a mix of every foppish stereotype combined and then glued onto the normal goblin. With some fun twists.   The average goblin in a short green skinned creature  with long ears, a sharp nose, and sharper teeth. They tend to wear animal hides use crude weapons, and live in complete squalor. I'm sure anyone who has played DnD or even most video games know quite a bit about normal goblins. So what is special about the snobgoblin?

Snobgoblins have large exaggerated noses, bad teeth, and a dismissive demeanour. They wear the stolen clothing of the wealthy, use modern weapons, stolen or bought, and tend to keep lesser goblins around to clean up, letting them live in the filth of theirs so they can have a clean place to squat.  They aren't much smarter then the regular goblin don't really know what makes something fashionable, but if someone rich wore it? you can sure hell bet they will. Often the same dress! They will often look like a child dressing up in a parent's clothing as they do little to try to make it fit.

As well, Goblins have no concept of gender. They have sexes, sure, and they can see the difference between male and female, but to them fancy is fancy and if Mr. Goldnose wants that sparkly red dress, then he is going to take it and wear it. Until something else catches his eyes and he hands it down to one of his lackeys to wear.

Snobgoblins abhor melee combat, tending to use guns to keep foes and rivals away, think old style pistol duels with deagles. The most powerful ones will hire Bugbear and hobgoblins for guards and mercenaries, giving them suitable uniforms depending on what the boss feels is in fashion. So if you see a bunch of bugbears in black cocktail dresses, it's probably best to avoid the entire scene. Not only are they unhappy to be wearing that, they're on duty and have no qualms about breaking a heel.

At the end of the day however, they are still just goblins, a tool to be used and thrown away by more powerful forces, but they aren't to be taken lightly. There has been rumours of the tribes coming together into a war-band to take over some of the local blocks. and the moves they have taken show them with some pretty fancy toys. How they are getting these weapons isn't yet known, but it might spell disaster if they move in force.  

Kongthf Urf: The Fututre of Urban Pacification

The enforcement Golem 902!

Clearly, i mock up of the Robocop ED-209, this was a fun thought experiment as well. How do you show off soemthing so powerful, yet so flawed, and make it interesting? Well this was my attempt:

EG-902 Level 5 Solo Soldier
Large natural animate
(construct, technology)
XP 1,000
HP 354; Bloodied 177
AC 27; Fortitude 24; Reflex 20; Will 19
Speed 5
Resist 5 ; Vulnerability 10 lightning All
Lightning damage ignores EG-902's
resistance to damage
Saving Throws +5; Action Points 2
Initiative +10
Darkvision 12,
The EG-902 is first to give warning. On its first turn if not
attacked or given orders before hand, it will give a one
round warning to all.
Easily confused
While under a charm effect a save can end EG902 rolls
twice and uses the lowest result.
Flawed Design
EG-902 must make a Acrobatics check (dc 15) to navigate
stairs. if EG-902 fails, it falls down the stairs and is knocked
Standard Actions
r Left Cannon (technology) • At-Will
Attack: Range 25; +12 vs. AC
Hit: 2d10 + 3 damage.
r Right Cannon (technology) • At-Will
Attack: Range 25; +12 vs. AC
Hit: 2d10 + 3 damage.
Open Fire! (technology) • At-Will
Effect: EG-902 makes a Left Cannon and Right Cannon
attack at the same target. if both hit target is pushed 2
Rocket Launcher (technology) • Recharge 5 6
Attack: Range 5; +12 vs. AC
Hit: 4d8 + 3 fire damage.
Disproportionate Response (technology) • Encounter at the
start of the encounter after warning has been ignored or
ordered too attack and when bloodied
Effect: EG-902 makes 2 Open Fire! attacks and a rocket
launcher attack. even if it has not recharged. .
Minor Actions
m Cannon upper-cut • At-Will
Attack: Melee 1; +12 vs. AC
Hit: 1d6 + 5 damage and pushes the target 3 squares.
Str 21 (+7) Dex 10 (+2) Wis 9 (+1)
Con 20 (+7) Int 3 (–2) Cha 9 (+1)
Alignment Languages —

That right there is a hard monster to beat. with good defences, high hp, and what not. But with some smart thinking, and and the right kind of abilities, it will crumble apart. Which is not to say it won't become a suddenly easy fight, but you can make what seems like a hard foe into a fight you can eaisly handle.

But Robocop fought these things multiple times, didn't he? so how do we do soemthing liek that with the player Characters?

EG-902 Level 7 Elite Soldier
Large natural animate
(construct, technology)
XP 600
HP 221; Bloodied 111
AC 29; Fortitude 26; Reflex 22; Will 22
Speed 5
Resist 5 ; Vulnerability 10 lightning All
Lightning damage ignores EG-902's
resistance to damage
Saving Throws +2; Action Points 1
Initiative +11
Darkvision 12,
The EG-902 is first to give warning. On its first turn if not
attacked or given orders before hand, it will give a one
round warning to all.
Easily confused
While under a charm effect a save can end EG902 rolls
twice and uses the lowest result.
Flawed Design
EG-902 must make a Acrobatics check (dc 18) to navigate
stairs. if EG-902 fails, it falls down the stairs and is knocked
Bugged Target System
If the EG-902 rolls a 1 on an attack roll it makes a basic
attack against the closet Ally.
Standard Actions
r Left Cannon (technology) • At-Will
Attack: Range 25; +14 vs. AC
Hit: 2d10 + 4 damage.
r Right Cannon (technology) • At-Will
Attack: Range 25; +14 vs. AC
Hit: 2d10 + 4 damage.
Open Fire! (technology) • At-Will
Effect: EG-902 makes a Left Cannon and Right Cannon
attack at the same target. if both hit target is pushed 2
Rocket Launcher (technology) • Recharge 5 6
Attack: Range 5; +14 vs. AC
Hit: 4d8 + 5 fire damage.
Disproportionate Response (technology) • Encounter at the
start of the encounter after warning has been ignored or
ordered too attack and when bloodied
Effect: EG-902 makes 2 Open Fire! attacks and a rocket
launcher attack. even if it has not recharged. .
Minor Actions
m Cannon upper-cut At-Will
Attack: Melee 1; +14 vs. AC
Hit: 1d6 + 6 damage and pushes the target 3 squares.
Str 22 (+9) Dex 11 (+3) Wis 10 (+3)
Con 21 (+8) Int 4 (+0) Cha 10 (+3)
Alignment Languages —

The next fight he's a bit easier. sure he's a tough level 7 monster, but you can fairly use two, showing how much stronger the PCs have become.  The next time, he's just a normal monster, move to artilery it's upper-cut now a standard action. After that? Minion.  It shows a progression of the PCs and the world they live in without triviailizing any of their old accomplishments. 

Sure they just blew up 6 EG-902s, but mechanically they are inferior to the one you fought at level 5. Even if story wise it is the same mechanical monster. It just shows the slipping faith they had in their once perfect combat golem. And paves the way for the EG-903. 


Kongthf Urf: Technology

Technology on Kongthf urf isn't really modern tech. It's more a mix of old scifi thrown in with some modern trappings. Simple things like guns, yeah, an automatic rifle works as one would imagine, but something like a kongthf urf car, that isn't going to be the same under the hood.

this i largely because of the disconnect between how an outside who knows magic seeing an old combustion engine, and trying to logic out how it might work. gasoline is heated, combusts and makes the car move, right? So he sets out to replicate that in effect, and ends up with a different engine.

This leaves technology on kongthf urf interacting largely with two skills. Arcana, reflected that is in part magic still, and Thievery, representign that is still very mechanical, so quick hands and know how can fix it.

So it largely becomes a game of guess scope. Car repair, gun maintenance, rearing a robotic limb, all of these are thievery. Building a combustion engine, repairing your burned out computer, getting the engines back online? this is were arcana steps in.  In theory, large scale repairs, like repairing an Enforcement Golem 902 might require some dungeoneering.

But this is why the motorcycle is an arcane class, not a technology class. though later in its development life i might change it. They are pulling power from their magic core and hurling it at stuff. Where a tech class like Gun guy is using tech weapons to hurt stuff.

As well i have the idea for Techno-weapons.

Not Technology weapons like guns, but as a mimic of magical weapons. that mimic things that are real, but yo can't make a mundane weapon.

Like a Ballistic knife, but a sword. Lets you use it as a range weapon once per encounter. whoever, once used as such, you can't use it as any kind of weapon until a short rest to put the blade back in.

The question then becomes, do I have it in addition to magic properties on a weapon, or as a replacement for.  That i'm not sure of yet.

Kongthf urf: Motorcycle Class

This is largely the reason the whole setting exists. Didn't make sense as a race, or a full class, but as a hybrid and mutli class? yeah, that lets you get in soem sweet bike action, while adding something new to the mix.  By design there isn't really enough here for a fleshed out class. kind of like the spell plague stuff from forgotten realms, but i wanted it to be more then that. Because I found the idea of a transforming cyborg motorcycle too interesting to pass up.

It plays as a mix of striker and leader, but hopefully i can make it fit any role. Though a defender motorcycle might be a little, strange, it should be doable. 

Hybrid Motorcycle
Role: Rolling
Power source: Arcane
Key Abilities: Charisma, Intelligence, Constitution
Requirements: Must have the Living construct racial trait

Armour Proficiency
: Cloth, leather, Hide
Weapon Proficiency: one handed Simple Melee, one handed Military Melee, Simple Ranged, Katar
Implements: Wands, Rods, Orbs
Bonus to Defence: Fortitude or Reflex

Hit Points at first Level
: 7.5
Hit Points Per level: 3
Healing Surges per day: 4

Class Skills: Arcana, Insight, Nature, Religion, Perception, Athletics, Acrobatics

Class Feature
: Motorcycle form, Intelligent Ride

Motorcycle form:
At-will Minor
You take on the form of your motorcycle self, freeing you of your bipedal form.

While in motorcycle form your speed is doubles, you become a large creature, and are able to drive yourself, as well your strength is considered doubled for considering carrying capacity on all levels, in addition you are considered a quadruped. If knocked unconscious, you can still be driven, but with proper checks from the driver. In this form you only bale to use powers with the Beast and Motorcycle keyword. As well feats that effect the Druid's beast form can be used to enhance your motorcycle form.

When in Motorcycle form you can be ridden as a mount, using either you or the rider's initiative, whichever is higher. However, Both rider and mount get separate Standard and minor actions, taken in order of digression of the two.

When a power calls you to switch between modes, it is assume the rider is doing some sweet flip or something and will once again land on your back at the end of the attack, requiring a moderate DC Athletics or Acrobatics check if done of difficult terrain.

As well, while you still benefit from equipment in motorcycle form, you are considered unarmed for any attack made in motorcycle form
Intelligent ride
While in motorcycle form you and your rider get a +1/+2/+3 class bonus to defences against attacks on your turn.

Drive Bash Drive!
You roll up on some poor sucker and bash his lights out!
At-Will Arcane, Weapon, Motorcycle
Standard Melee Weapo
Effect: Move your speed, during the this movement You may assume humanoid form as a free action and make the follow attack.
Attack Charisma vs Reflex
Hit 1[w] damage
Special Resume Motorcycle form after the attack.

Totally Rad Wheelie!
You move your speed showing off some sweet road tricks, giving your partner time to get an attack in.

At-Will Arcane, Motorcycle
Standard Special

Effect: Move your Speed, your rider can make a Basic Attack as a free action. Your rider gets a bonus to damage equal to your Intelligence modifier.

Ramming Speed!
At-Will ✦ Arcane, Implement, Motorcycle
Standard Action Melee
Target: One creature
Attack: Charisma vs. Fortitude
Effect: move your speed ending your movement you make the following attack
Hit: Deal damage equal to your Charisma modifier, and then your rider applies your Constitution modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If your rider does not attack the target by the end of his or her next turn, the bonus is lost.

Encounter level 1

Your keen ability for doing donuts leaves the enemies dazed and impressed.
Encounter ✦ Arcane, Implement, Fire, Motorcycle
Standard Action Close Burst
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6 + Charisma Modifier Fire Damage. Target takes -2 to defences and is dased until the start of your next turn

Wheel Bash
Encounter ✦ Arcane,Implement, Motorcycle, force
Standard Action Close burst
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma Modifier force damage.
Effect: Target is pushed one square.

Level 1 Daily

Woah, just like in that movie!
You do that totally sweet thing you saw in that movie that one time.

Daily Standard
Keywords: Arcane, Weapon, Implement, Motorcycle, Force

Move your speed, during this movement turn to humanoid form and make the following attack
Range: Melee Target: One Adjacent enemy
Attack: Charisma vs AC
Hit: 1[w] + Charisma modifier
Miss: Half
Effect: Make the following attack
Range: 10 Target: One enemy not the target of the first attack
Special: This attack does not provoke an attack of opportunity from the first target.
Attack: Charisma vs Reflex
Hit: 1d8 +Charisma Modifier Force Damage
miss: Half
Effect: resume Motorcycle form and movement.

Shields On!
Daily ✦ Arcane, Implement, Force, Motorcycle
Standard Action Range
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier force damage.
Effect: Your Rider and you gain a +1 power bonus to all defences until the end of the encounter.

Level 2 Utilities

Don't worry Michael Utility
You calmly talk your partner out of a bad situation

Encounter Arcane, Motorcycle
Free Action Personal
Your rider is hit with an effect a save can end.
Target: Triggering Rider
Effect: Target makes a saving throw with your constitution modifier as a bonus to the roll.

I carry a first aid kit!
Encounter ✦ Healing, Arcane
Standard Action Special
: You or Your rider
Effect: The target can spend a healing surge.

Level 3 Encounter Powers

Flaming Exhaust
Encounter ✦ Arcane, Implement, Fire, Motorcycle
Standard Action Close blast
Target: Each creature in blast
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma Modifier Fire damage, and Ongoing 5 fire damage (save ends)

False Bravado
Encounter ✦ Arcane, Weapon, Motorcycle
Standard Action Melee
Effect: Move half your speed. Any enemy who makes an opportunity attack at you, make the following attack
Attack: Charisma +2 vs AC
Hit: 1[W] weapon damage.
Special: Rider must take a level appropriate easy DC acrobatics or athletics check to say on if this attack is made more then once.

Level 5 Daily Powers

Revving for Justice!
Daily ✦ Arcane, Implement, Motorcycle
Standard Action Melee
Target: One creature
Attack: Charisma vs. Fort
Special: Move up to your speed and make the following attack.
Hit: 2d10 + Charisma modifier damage. You or one ally within 5 squares makes a saving throw.
Miss: You or one ally makes a saving throw against one effect that the target caused and that a save can end.

Hey, You're a funny guy! Hey look at the funny guy
Daily ✦ Arcane, Implement, Motorcycle
Standard Action Melee
Special: you may move your speed and make this attack at anytime during your movement.
Target: One creature
Attack: Charisma vs. Fort
Hit: Target is Grabbed (save ends)
While the target is grabbed, at the end of your turn if you moved more then the creature's speed it takes 1d6 damage for every 2 squares you moved beyond its speed.

Level 6 Utilities

I'm Made of Steel!
Daily ✦ Healing, Arcane, Motorcycle
Minor Action Close burst
Targets: You, your rider, and each ally in burst
Effect: The targets regain hit points equal to 10 + your Constitution modifier.

Grab on!
Encounter ✦ Arcane, Motorcycle
Minor Action Melee
Target: One adjacent Ally
Effect: Target moves with you for this turn, but it slowed until the end of their next turn.

Level 7 Encounters

Quit spraying lubricant!
Encounter ✦ Arcane, Implement, Motorcycle
Standard Action Area
burst 2 within 10 squares
Effect: The burst creates a zone until the end of your next turn. Any enemy starting their turn or moving through the zone get hits with the following attack
Attack: Charisma vs reflex
Hit: 1d6 + Charisma Modifier damage, and the target falls prone.
Miss: Target slides Intelligence modifier squares.
Sustain Minor: The zone persists.

Speed Ram!
Encounter ✦ Arcane, Force, Implement, Motorcycle
Standard Action Melee
Effect: Move your speed. You can move through enemy squares. If you do you and your rider gain a bonus to defence equal to your Constitution modifier.
Target: Each enemy whose square you moved through.
Attack: Charisma + 2 vs AC
Hit: 2d6 + Charisma Modifier force damage.
Miss: target is pushed 1 square.

Level 9 Daily Powers

Fling some hot oil!
Daily ✦ Arcane, Implement, Fire, Motorcycle
Standard Action Ranged
Primary Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier Fire damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier Fire damage, and you push the target 3 squares.
Sustain Minor: When you sustain this power, you can repeat the secondary attack (the primary target is the same each time).
Miss: Half damage, and no secondary attack.

Get away from her you bitch!
Daily ✦ Arcane, Implement, Force, Motorcycle
Standard Action Close
burst 1
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier force damage, and the target is knocked prone.
Effect: The targets are weakened (save ends).

Level 10 Utilities.

We're Too awesome for this!
Daily ✦ Arcane, Motorcycle
Minor Action Personal
You and your rider ignore ongoing damage, neither taking ongoing damage nor making saving throws to end it. This effect persists until the end of the encounter or for 5 minutes.

Together forever, buddy.
Daily ✦ Arcane, Motorcycle
Minor Action Personal
You and your rider may both spend a healing surge, make a saving throw, and gain +2 to all defences until the end of the encounter.


Easy Rider
Requirements: Motorcycle Form Class Ability
When in motorcycle form you can use your rider's score for any Athletics, Acrobatics, Endurance, or Stealth with a +2 feat bonus.

Spite Fire
Requirements: Motorcycle Form Class Ability
Your Speed increases by 1. While in Motorcycle, when charging or running you gain +3 power bonus to your speed.

Rider and Bike Co-operation
Requirement: Motorcycle Form Class Ability
When transforming on difficult terrain, your rider gets a +4 power bonus to any saves necessary to land properly.

Bike Caster
Requirements: Motorcycle Form Class Ability
Benefit: In motorcycle form you can use powers without the motorcycle keyword, provided they have the implement keyword. You still gain enchantment bonus of your implement.

Racial Motorcycle
Requirements: Motorcycle Form Class Ability
Benefit: You can use racial powers while in motorcycle form. However you are still bound by the limitations of being a motorcycle.

Acolyte of the Road
Requirements: Charisma 13, Living Construct

You gain: Trained in Arcana, one Motorcycle at will power you can use as an encounter power. and the motorcycle form class power.

Motorcycle form:
At-will Minor
You take on the form of your motorcycle self, freeing you of your bipedal form.

While in motorcycle form your speed is doubles, you become a large creature, and are able to drive yourself, as well your strength is considered doubled for considering carrying capacity on all levels, in addition you are considered a quadruped. If knocked unconscious, you can still be driven, but with proper checks from the driver. In this form you only bale to use powers with the Beast and Motorcycle keyword. As well feats that effect the Druid's beast form can be used to enhance your motorcycle form.

When in Motorcycle form you can be ridden as a mount, using either you or the rider's initiative, whichever is higher. However, Both rider and mount get separate Standard and minor actions, taken in order of digression of the two.

When a power calls you to switch between modes, it is assume the rider is doing some sweet flip or something and will once again land on your back at the end of the attack, requiring a moderate DC Athletics or Acrobatics check if done of difficult terrain.

As well, while you still benefit from equipment in motorcycle form, you are considered unarmed for any attack made in motorcycle form.

Also you can not shift while in motorcycle form, as you're a motorcycle, they can't really move like that.
Special: Can only use once per turn.

And a Magic weapon!

Bike Blades Level 2+
Level 2 +1 Level 17 +4
Level 7 +2 Level 22 +5
Level 12 +3 Level 27 +6
Weapon: Heavy Blades, Light Blades, Axes, Hammer
Enchantment: Attack rolls and Damage rolls
Critical Property: +1d6 damage per plus
Property: You are considered wielding these even in Motorcycle form.

Kongthf Urf: Gun Guy Heroic Tier

Named so because "The Shootist" or something similar was dumber then 'Gun guy."

The gun guy is a ranged striker using, shockingly, gun. Though crossbows and such could be used, why th ehell would you? you're gun guy. I am open to the suggestion of new names, but as it stands, Gun guy.

Gun guy

Role: Striker. Your use of guns and shooting people have left you a great ability to kill people with guns. Good work.

Source: Technology. The new magic of Technology has given you great powers, Powers you can use to show the world. Show them all!

Key Abilities: Dexterity, Constitution, Wisdom, Strength.

Armour Proficiencies: Cloth, Leather

Weapon Proficiencies: Simple Melee, Simple Ranged, Military Ranged

Bonus to defence
: +1 Reflex, +1 Fortitude

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained skills
: Thievery
From the list choose four: Nature, Dungeoneering, Streetwise, Endurance, Heal, acrobatics, athletics, Perception, Stealth.

Build Options: Handgun guy, Rifleman, shotgunner

Class features: Gun preference, Sniper, Faith in the gun

Gun preference:

Choose one of the following preferences

Pistol shooter: You gain proficiency with Light or heavy pistols, as well you add your wisdom modifier to your damage rolls. This increased to Wisdom modifier +2/+4 by tier.

Rifle guy
: You gain proficiency with Light or heavy rifles, as well you add your constitution modifier to your damage rolls. This increased to constitution modifier +2/+4 by tier.

Shotgun!: You gain proficiency with shotguns, as well you can add strength modifier to your damage rolls made with shotguns. This increased to Strength modifier +2/+4 by tier.

Class ability
At-will Move
Instead of moving you gain a +2/+4/+6 bonus to hit, but grant combat advantage until the start of your next turn.

Faith in the gun
While conscious and holding a gun you gain a +2 faith bonus to your Will.

Gun Guy At will stances

You've learned hitting the trigger more shoots more bullets, faster.
At-will * Technology, Stance
Minor Action Personal

Effect: You assume the double tap, until the stance ends you add an extra 1d4 to your damage rolls.
Special: Must be using a Light or heavy pistol to use this stance.

Proper Breathing

In one two, out one two
At-will * Technology, Stance
Minor Action Personal

Effect: You remember how to breath while firing a gun, as well to squeeze the trigger, not pull. Until this stance ends you get +1 to hit with any attack using a gun.

Called Shot

Second bullet, in the leg.
At-will * Technology, Stance
Minor Action Personal

Effect: You take the effort to hit certain spots on the human body, giving you additional effects. When making a basic attack with a gun you take a -2 to hit but can add one of the following to the attack: Slowed until the the end of the target's next turn, Weakened until the end of the target's next turn, Blinded until the end of the target's next turn, Target is knocked prone.

Long Range shooting.

Rifles can hit long distances, and with one, so can you.
At-will * Technology, Stance
Minor Action Personal

Effect: You assume a stance best for shooting at maximum distance for maximum effect, until this stance ends you make attacks at long range without penalty.
Special: You must be using a light or heavy rifle to use this stance.

Benelli Style

Now if we can do five, we can probably do six, so i'm going skip right ahead to seven.
At-will * Technology, Stance
Minor Action Personal

Effect: Shotguns shot shoot everywhere, making it hard to dodge. while this stance is in effect enemies do not benefit from partial cover or concealment against your basic attacks.
Special: Must be using a shotgun to use this stance.

Encounter power

Encounter * Technology, weapon
No Action Special

Target: enemy hit with attack
Trigger: you hit an enemy with a basic attack.
Effect: target takes an additional 1[w] from the triggering attack
Level 17: 2[w] extra damage
Level 27: 3[w] extra damage

Bleeding shot
Daily ✦ Technology,Weapon
Standard Action Ranged weapon
One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

Shoot two guys
Daily ✦ Technology,Weapon
Standard Action Ranged weapon
Two creatures within 3 squares of each other
Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.

Alright, i swear i'mma hit this guy.
Daily ✦ Technology,Weapon
Standard Action Ranged weapon
One creature
Attack: Dexterity vs AC. You may reroll the attack but must take the second result.
Hit: 3[w] + Dexterity Modifier damage. You may reroll each each damage die once but must take the second result.

Level 2 Utility Powers

Quick Reload
Encounter ✦ Technology
Minor Personal
you can reload your gun's magazine.

No No! You're doing it all wrong!
Encounter ✦ Technology
Immediate Reaction Ranged 5
An ally within range that you can see or hear makes a skill check using a skill in which you’re untrained.
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Strength modifier.

Talk to the Gun
Encounter ✦ Technology
you make an Intimidation Check
Effect: you can use Thievery in Intimidation's place.

Level 3

Improved Powershot
You can now use it twice an encounter, but only one a turn.

Level 4:

Increase two abilities of your choice by 1

Level 5:

Expanded Shooting Style:

Pick One other Gun type you aren't currently proficient in. You gain proficiency with that weapon and in addition can add damage bonus from your previous shooting style to attacks made with this weapon as well.

Extra Gunguy Stance:

You can now have three gun gun stances, but only one active at a time.

Daily Powers:

That'll learn'em
Daily ✦ Technology, Weapon
Standard Action Ranged weapon
One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.

Too Close For comfort
Daily ✦ Technology, Weapon
Standard Action Ranged weapon
One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, and the target is dazed (save ends)
Miss: Half

Pew pew pew!
Daily ✦ Technology, Weapon
Standard Action Ranged weapon
One, two, or three enemies.
Attack: Dexterity vs AC
Hit: 3[w] + Dexterity Modifier damage.

Level 6 Utility powers:

This way guys!
Encounter ✦ Technology
Immediate Interrupt Personal
An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom modifier.

Stand Still and let me heal you
Encounter ✦ Technology
Minor Action Melee 1
Target ally spends a healing surge.

Sweet comeback!
Daily ✦ Technology
Immediate Interrupt Personal
An enemy attacks you
Effect: you shift one square and make a basic ranged attack.

Level Seven

Tricky Shot:
Your sweet skills let you do something truly impressive:

Encounter ✦ Technology
Standard Action Ranged Weapon
One enemy
Attack: Dexterity vs AC
Hit: 1[w] + Dexterity modifier damage. Make the a secondary attack.
Secondary Attack:
a creature not yet hit with this power with in two squares of the last target.
Attack: Dexterity vs AC
Hit: 1d6 + Dexterity Modifier damage. Repeat this attack.
Miss: The attack ends.

Level 8
Pick two ability scores to increase by 1.

Level 9 Dailies

Bang bang bang bang!
Daily ✦ Technology, Weapon
Standard Action Ranged weapon
One to four enemies in range.
Attack: Dexterity vs AC
Hit: 3[w] + Dexterity Modifier damage.

Right in the face!
Daily ✦ Technology, Weapon
Standard Action Ranged 1
One adjacent enemy
Attack: Dexterity vs. AC. This attack does not provoke opportunity attacks.
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.

Level Ten Utilities

I'm the fucking Terminator!
Daily ✦ Technology
Minor Action Personal
Until the encounter you treat pistols as if they had the off hand keyword, and rifles and shotguns as if they where one handed.