2011/10/31

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.

2011/10/30

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?

2011/10/28

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.

2011/10/27

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
Perception
+10
Darkvision 12,
Tremorsense
10
Traits
YOU HAVE SIX SECONDS TO COMPLY
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
prone.
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
squares.
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
Perception
+12
Darkvision 12,
Tremorsense
10
Traits
YOU HAVE SIX SECONDS TO COMPLY
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
prone.
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
squares.
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. 

2011/10/26

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.

At-Wills
Drive Bash Drive!
You roll up on some poor sucker and bash his lights out!
At-Will Arcane, Weapon, Motorcycle
Standard Melee Weapo
n
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
1
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

Burnouts!
Your keen ability for doing donuts leaves the enemies dazed and impressed.
Encounter ✦ Arcane, Implement, Fire, Motorcycle
Standard Action Close Burst
2
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
1
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
5
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
Trigger:
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
Target
: 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
5
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
Weapon
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
1
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
1
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
5
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
1
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
1
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
10
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
Effect:
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
Effect:
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.

Feats!

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.

Sniper
Class ability
At-will Move
Special
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

Double-tap
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

Powershot
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
Target:
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
Targets:
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
Target:
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
Effect:
you can reload your gun's magazine.

No No! You're doing it all wrong!
Encounter ✦ Technology
Immediate Reaction Ranged 5
Trigger:
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
Minor
Trigger:
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
Target:
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
Target:
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
Target:
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
Trigger:
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
Effect:
Target ally spends a healing surge.

Sweet comeback!
Daily ✦ Technology
Immediate Interrupt Personal
Trigger:
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
Target:
One enemy
Attack: Dexterity vs AC
Hit: 1[w] + Dexterity modifier damage. Make the a secondary attack.
Secondary Attack:
Target:
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
Target:
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
Target:
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
Effect:
Until the encounter you treat pistols as if they had the off hand keyword, and rifles and shotguns as if they where one handed.

Kongthf Urf

This is an campaign setting idea i have for 4th edition Dungeons and Dragons.

the basic idea is that one of the primordials didn't understand the dawn war (hard of hearing, kind of a jerk also) and instead wandered off, found earth and tried to use a dead world he found in his wnaderings to recreate it stealing from the 'core setting.'

It is intended to be a catch all setting that allows for basically any published material to be used. In tone it is supposed to appear and even do, light hearted romps of random misunderstanding, think a sitcom, but Joey is a level 7 fighter, and Ross needs help with the troll living in the apartment across the hall and he's only  a level 4 ranger.


Under this, is an attempted layer of horror. It is a world where cyborgs aren't too uncommon, roughly a fifteenth of the known population, and some of it related to how they came to be. Not all came to be cyborgs willingly, and even those who signed up didn't necessarily like the end product. Now driven mad, what will happen to them?

Nature is unnatural in this world. brought over from many different planes, and the nature spirits of th eonce dead world are confused and angry. As are the spirits attached to the stolen nature. Technology both as magic and how we know it, as now just as native as the threes, and creatures that once reflected the natural world, are also becoming mutants, mirroring aspects of the technological world. Urban dryads and the likes aren't just an idea, they're dangerous to everyone. 

Another theme is the idea that Kongthf Urf is connected to the core world still, and its mirrors the Feywilds, and Shadowfel. As well it is developing its own mirrors. a Kongthf Feywild has been set back due to the lack cohesiveness of nature, but the Kongthffel is coming right along.

As well, the dead world, is nto as dead as originally thought, and still has stories to tell its self. as tot he remains of its people. But those would be paragon teir things, the heroic tier, where i am still focused on) would be largley the new world, and how the normal peopel survive day to day in it.

Kongthf urf is at its heart me desiding there isn't enough modern fantasy things done in a manner i like. with fire arms, standign next to magic and elves, as well as the crazier aspects of fantasy and sci fi, it am hoping to fill a niche i invented, and can convince other people it should be filled.

Hello World

So this is a test run. I know nothing about blogs, but i figure this is free, and it might let me set things up in a working manner. Worst case scenario i end up making title pages for collected ideas and try to direct people to a place when i want to share a semi complete idea. As it stands, i can probably just hack something together. not yet going to port over my old things, until i get this to be a semi perminate home. cause doing it multiple times will be dicks.

Oh hey, labels right there. That, might be an idea for now.