Kobold

Smoog's page

456 posts. Alias of Atomicknyte.


Full Name

Smoog

Race

Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided

Classes/Levels

Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Size

smaller than average

Age

Young Adult

Special Abilities

Better Dark Vision from years of mining

Alignment

Chaotic - Use a Gadget in a new and surprising way

Deity

Gorlaug the Corruptor

Location

Moontower Mountain

Languages

Undercommon, Drakonian, a smattering of Dwarvish from his time in the undertunnels?

Occupation

Miner, Stonesmith

Strength 9
Dexterity 17
Constitution 13
Intelligence 18
Wisdom 13
Charisma 9

About Smoog

Go to Our Wiki
Go to Spreadsheet.
Go to Shared Document.

GADGETS:

• Steam, Projector, Apparatus. (Steamer, Weapon with 2-handed, Reach and Ignore Armor)
A small oddly shaped box with bellows and tubes attached. Chugs out puffs, whisps and sometimes clouds of steam and really gets going when activated.
A soundbox attachment was discovered during the frog battle.
Blown-up killing the Necromancer!!! Rebuilt with Time Temple artifacts (may cause weird effects on a miss)
((an unexpected twist that comes about as a result of the mostly-unknown materials you're tinkering with))

• Etheric, Matrix, Goggles. (?)
Pink-lensed eyewear held on with leather and silk straps with a series of short levers and loops on one side . Sometimes they reveal strange or hidden things.
GM wrote..."Smoog, your goggles seem to work especially well in the daylight, and automatically transition to a dimmer setting as the harsh sun assaults your low-light vision. More than that, though, you discover that your goggles are showing you the natural magics that permeate the land itself. (Due to the critical roll, you have unlocked new understanding of your goggle gadget!)

Magnetic, Array, Device. (Ranged weapon with metal slugs as projectiles, Near and Far range plus piercing 1)
A small metal disk with a handle on the back like a tiny shield. Seems to move things closer or push them away. Needs more testing.
DAMAGED - NEEDS REPAIR

• TBD (possibly some Glass Globe Granades that Web, Grease, etc.)

• Psychic Voice Modulator (a mind control device charm/hold person, allows access to the Mental Realm)

GEAR:

Smoog's Load is 7/14.
Rations (4 of 5 used, 1 weight),
Gadgets 5 (weight 1),
Field manuals and reference guides on Tinkering (weight 1)
Adventuring gear (3 uses, 1 weight)
Protective Clothing (1 Armor, 1 Weight)
Mining pickaxes (close, precise, 2 weight) dual wield reworked into...
Artificer's tools; Pliers and Driver, Hammer, Metal saw, etc. (Hand, Close, Precise, 1 Weight)
14+23+15 Coins and a trio of gems valued at 5 gold apiece

Magical Watch-Compass points toward God-Slayer
Magic Gold Ring makes encounters harder (found looting at Felix Oasis)
an ivory-handled dagger (found looting the Time Temple alcoves).
a Gas Mask made of fine leather that fits over a Kobold's face, and a strange empty-looking bottle that screws into it (found looting after killing the Necromancer)
A slender metal Tail Sleeve prosthesis with hollow tubes running along the sides (found after the dwarf raiding party fight).
a Kobold skull, old enough to have lost all distinguishing features, with some kind of Mechanical Implant in its Eye socket. The implant has telescoping parts that extend outward, and sensitive, highly specialized equipment operating within its clockwork. The orcs must have been too ignorant to understand the power of this kind of implant, and merely kept the head because it looks interesting. The straps holding the Ocular Implant inside the skull wrap all the way around its head twice. With a little time to yourself and the proper tools, this implant could be scavenged and used again.
Cutting Laser, Composition Scanner and Flashlight.
The cutting laser deals your level in energy damage to anything you're looking at while it is on, with an effective range of 3 meters.
The composition scanner gives you a +2 on Spout Lore rolls to determine what something is made up of, or to find things like structural weaknesses, with an effective range of 100 meters.
Hegh gave me his loot from the Necromancer battle (a Magic Wand of Detection)...
The device will shimmer gold for precious metals, and blue for magic items. You may also destroy the object permanently to open a portal to a random other dimension.
When you dangle the object by its string and Discern Realities, you may add "Where is the nearest treasure, and how far away is it?" to your list of available questions.

KOBONDS:

With Sees the Bard... (+3 to aid for previous bonds)
A new Bond emerges...
"Sees is quite bossy. She will either earn a medal or a black eye someday."
"Sees and Smoog share a common enemy, we will get our revenge together."

With Thunk the Barbarian...
"Is Thunk too stupid to be our leader? I might have to help him."

With Retzack...

With Greas...

With Oadir...

-----------------------------------------
OLD BONDS...

With Hegh the Dragonmage... (+2 to aid for previous bond)
A new Bond emerges...
"Hegh is talking to himself more than usual. I will listen more closely."

With Grick the Shaman...
"Grick is suspicious of my gadgets; he thinks they insult the spirits by mimicking their power. I will win him over."

With Fssst the Firestarter... (+1 to aid for previous bond)
"Fssst is a font of wisdom. I will learn a valuable life lesson from him."

With Pork the Druid...
"For some reason Pork seems to have my back?"

With Flung the Skirmisher... (+1 to aid for previous bond)
"Flung seems like he could help me with one of my projects."

MOVES
Level 1 Moves...

Gadget Belt (INT):
You have a Gadget Belt containing 5 Arcane Gadgets.

When you use one of your gadgets to get out of a tight spot, tell us what it does and roll +INT. On a 10+, it works as expected.

On a 7-9, you also choose 2:

• The device needs more power, spend a charge.

• The device is damaged. You can repair it, but it will take some time and concentration.

• The device has a weird, unwanted side effect.

• The device attracts attention.

One of your gadgets is also a weapon of some kind (Steamer can shoot rocks Near and Pierce 1 tags).
When you mark ammo when Volleying with a gadget, you may spend 1 Charge instead.

Gadget Creation:

For each Gadget, pick one option from each of the following lists:

<<POWER>>
• Etheric, hypnotic, magnetic, anbaric, ectoplasmic, steam, pressure, clockwork, alchemic, elemental or shadow

<<PURPOSE>>
• Matrix, coil, emitter, compensator, array, projector, regulator, sprocket, valve, detector, dismantler or diverter

<<FORM>>
• Glove, torch, apparatus, device, bracelet, periapt, flask, goggles, wand, mechanism,ejector harness or trap

When you have less than 5 Gadgets for any reason, you can make a replacement by spending a day in your workshop.
When you want to replace one of your existing gadgets, you can do so by spending a day in your workshop.

Geomantic Charge:

When you spend an uninterrupted period of time winding, tinkering, stoking, swearing and doing other odd things to prepare your devices (usually about an hour), hold 3 Charges. You can have a max of 3 Charges held at any time.

Jury-Rig (INT):

When you quickly fix or create a device without proper supplies, tools, or time, roll +INT. On a 10+, it works just fine.
On a 7-9, choose one:
• It'll work, but only for one use or a short amount of time.
• You will need to cannibalize one of your gadgets.
• It needs some juice. Spend 1 Charge.

Master Artificer:

When you spend an hour or so in your workshop contemplating an engineering challenge,
tell the DM what you're trying to achieve.
The DM will tell you "yes, you can do that, but..." and then 1 to 4 of the following:
• It's going to take days/weeks/months
• First you must _____
• You'll need help from ______
• It will require a lot of money
• You will risk danger from _____
• You'll have to add X to your workshop first
• The best you can do is a lesser version
• You'll need detailed instructions from _______

Taken at Level 2

2 More Gadgets!:

This increases the number of gadgets from 3 to 5

Taken at Level 3

Logical Reasoning (INT):

When you use strict deduction to analyze your surroundings, you can Discern Realities with +INT instead of +WIS.

Taken at Level 4

Etheric Field (Armor + 1):

You have a portable, energized force field of your own design.
As long as you hold at least 1 Charge, you have +1 Armor.

Taken at Level 5

Harness + Construct:

• Everything you carry is attached to you, and you can never drop anything
or be disarmed without your consent. You also gain +5 Load
• Assistant: Your construct will always give you whatever you need the
moment you need it, if it's somewhere he can get it for you. You never
need to reload or dig through your pouches in a tight spot.
(His name is S.I.R.U.S. 1.0)

Taken at Level 6

Greater Construct:

Your Construct (S.I.R.U.S. 2.0), has Protector +0 to +3 and Warrior +0 to +3
For a total of +3 combined

Taken at Level 7

Bionic Body:

You can spend 1 Charge to heal yourself 6 HP or take +1d8 forward to your next damage roll.

BACKSTORY so far:

Smoog was mining at the time of the attack and was caught deep underground in a cave-in. Alone and lost, Smoog wandered thru forgotten tunnels, tubes and causeways of the mountain's underbelly trying to escape. Finally he stumbled on one of the dragon's minor treasure chambers. Inside he discovered gadgets, gizmos and do-dads of strange design and materials. Being the "smartest" of his brood-brothers, Smoog chose these over the gold and gems; deciding that he had been meant to find these. After all no one else was using them. He saw their power and knew he should claim it. (O.K. he took a little gold also, who are we kidding)

Smoog had no way of knowing that this was actually an ancient Dwarven workroom from days gone by when Dwarves owned the mountain B.G. (Before Gorlaug). Along with several working gadgets were some manuals and tomes describing the Gadgeteer/Artificer trade. Smoog could kind of read so he took these as well hoping to learn more about his new life calling.

Smoog had worked in the Tunnelers' Guild from an early age. Learning from his father Thornhugger and older brothers Groot and Braam; Smoog adapted quickly. The tools fit well in his hands; the stone yielded to his persistence. His uncle Bugbelcher was a craftsman with the Stonecutters and taught him how to shape the rough stones the Tunnelers brought to the surface. Smoog used these techniques to leave small "signatures" and embossments in the walls of the tunnels he worked.

He loved the digging life and all that it offered. He was free to roam the lower tubeways not often used by the rest of the klan. He would sometimes find worked stone hinting that someone else had lived there but who and how long ago? He tried to copy them in his work but fell far short of the skill and subtlety needed for such delicate detail.

Smoog's small stature and fearless curiosity allowed him to squeeze into the narrower passages his tunnel team uncovered and he would often scramble ahead searching the newly excavated sections before others had a chance to confirm its soundness or safety.

Over the few years he was a miner, the klan territory had expanded down and outwards thru the mountain and Smoog felt more than a little pride in knowing he had helped his klan grow so large. Now that most were gone, the halls and tunnels seemed beyond empty, crypt-like even.

Smoog's Name:

A majority of Kobold families have adopted the modern era convention for naming offspring.
That is to say that they modify or combine the mothers/grandmothers name with
the fathers/grandfathers name in some way to perpetuate a theme through the family.
Larger families may have to go out to Aunts and Uncles but with creativity and persistence unique names are always readily available.
---
Some Kobolds choose to adopt new names as they grow to reflect their advancement through occupations.
Guilds and Crafter­Unions also use tools, materials or techniques as name s eeds.
­­­---
Smoog suspects Thunk and Flung use warrior ethos names.
Pork on the other hand; well he does kinda look like a pig.
­­­---
Still others have new names thrust upon them through traumatic events in their lives like Smoog’s uncle Bugbelcher and most recently, Sees­Death.
This is also why Smoog sometimes thinks that Hegh should be addressed as Borta­Ess but it is not his place to name.
Only the individual can claim the new name or an elder of the clan can bestow it.
­­­---
I wonder who the Elder of our clan is now that everyone else is dead.
Probably Fssst, he seems oldest and is quite experienced and wise.
Grick might have a claim to Elder by virtue of his Spirit­Guide connections.
Sees wants to be Elder but she is no older than I am.
­­­---
Although these are the more common ways names are given, there is another naming way that has almost been lost to time.
Smoog has chosen to honor his mother's death by keeping his birth name derived from this most ancient of dragon naming rituals.
In keeping with the idea that dragons are eternal (or at least very long lived), dragon names are likewise a symbol of that eternity.
Usually quite long and elaborate, the names are scribed onto the eggshell while the unhatched baby still resides within the egg.
The mothers use delicate filigree to form the name into a continuous loop.
---
As such, ancient dragon names are all but unpronounceable due to the fact that they have no true beginning or end.
To speak a dragon’s true name would be an infinite endeavor.
Since that would be impractical, the ancient dragon ritual has one more component to decide on the spoken name for the dragon.
When the hatchling emerges from the eggshell, whichever shard remains in its mouth becomes the young dragons common and speakable name.
---
Smoog’s full and real name is...

***quar­-li­-magnon-­froa­hillsromgoromire­-darma-­lessimoth-­brass-mooglim ore-lan-­zaymyne-­granth-­jjarrralll-­ophalim-­sannwanna-­bey-­hedger-­boll engar-­nithrohg-­alleruo-­morhundra­-valla­-klingor-­bishbash-­radathor-­fe ll-­pendor­mull-­wheenagarahull-­shanthrasher-­***

((*** denotes where the name was joined on the eggshell))

The shard was small and held five letters; S­MOOG.