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About SmoogGo to Our Wiki
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. ((an unexpected twist that comes about as a result of the mostly-unknown materials you're tinkering with)) • Etheric, Matrix, Goggles. (?)
• • 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) 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
KOBONDS:
With Sees the Bard... (+3 to aid for previous bonds)
With Thunk the Barbarian...
With Retzack... With Greas... With Oadir... -----------------------------------------
With Hegh the Dragonmage... (+2 to aid for previous bond)
With Grick the Shaman...
With Fssst the Firestarter... (+1 to aid for previous bond)
With Pork the Druid...
With Flung the Skirmisher... (+1 to aid for previous bond)
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).
Gadget Creation:
For each Gadget, pick one option from each of the following lists: <<POWER>>
<<PURPOSE>>
<<FORM>>
When you have less than 5 Gadgets for any reason, you can make a replacement 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.
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