Showing posts with label Techology. Show all posts
Showing posts with label Techology. Show all posts

2011/12/07

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

Longblade 
+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. 

2011/10/27

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: 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.