#heavy gear 4e
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dragonkid11 · 4 months ago
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Heavy Gear, the 4th edition RPG book, by Dream Pod 9, is set on the world of Terra Nova and beyond where mini-mek known as Gears roam the battlefield, play as an inhabitant of Terra Nova, or as members of the Invaders from Earth and its subjugated worlds, and decide the fate of Terra Nova itself!
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unseenphil · 5 months ago
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Fabula Ultima IV
So I've been thinking about my current D&D 4E character, a werewolf theme brawler fighter. Since Fabula Ultima actually has a really good Warlord successor class (The Commander from the High Fantasy Atlas) I was wondering how other 4E characters might convert over, so let's go ahead and do this. The recently released Techno-fantasy atlas has the mutant class that has both shapeshifting and unarmed combat as its big gimmicks, I think I'm actually good to go to rebuild him.
Mark Luperville is a guy whose gimmick is that he was a PI hired by a mysterious dame who dropped him in a fantasy city being invaded by demons. Since we were borrowing "One Unique Things" from 13th age, his was "Wandered into the wrong sort of fantasy story"- an urban fantasy novel protagonist who ended up in a high stakes D&D fantasy world. This conveniently works really well with Fabula Ultima, as part of chargen is creating your 'identity', a short phrase that sums up your character, so we'll go with something like "Otherworldly Gumshoe" (Or for a dumb rhyming scheme, Isekai PI). You can invoke your theme by spending metacurrency (Fabula Points) to reroll one or both dice on a check.
The next step in Fabula Ultima chargen is a theme, a driving emotion. For this, we'll pick Doubt: Mark's got questions about why the hell he got dragged into this world, not least of which is "How do I get back home?"
Finally, we pick an origin, which for Mark is "Changetown", a neighborhood in as yet unnamed big US City in a version of Earth where magic works; he's explicitly -not- from our Earth, but from an urban fantasy setting with wizards and fae and werewolves. It's explicit that magic there and magic in hs new world are different enough that he gets regularly confused by having different expectations of how things should work.
Now we get to the meat of things, as the next step is to pick our starting classes: Characters in Fabula Ultima start at level 5, and get 2-3 classes, with no more than 3 levels in any.
For our main class, we'll take 3 levels of mutant. 1 level of Wayfarer, and one level of Fury, a tank class with a berserker theme.
Taking any levels in a class gives you a permanent benefit- For the three classes we took, we get +10 to our permanent HP from mutant and fury, and +2 inventory points from wayfarer.
Each level in a class lets us take ranks in any of the 5 class skills.
For mutant, we're taking a level of Akromorphosis, which makes our unarmed attacks do 8 extra damage and gives us +1 to accuracy checks with them, let us change the type of weapon they are- instead of punches our fists might count as swords, or even ranged weapons. (Probably won't use this for mark, or reskin it as 'picking up something heavy and throwing it.)
We'll also take two ranks of Theriomorphosis- we can spend a 3rd of our current HP to shapechange and gain up to therioforms- this makes the werewolf part of our concept complete. For our two therioforms (We get one per rank) we'll take Arpaktida and Dynamtheria- when we transform we're stronger and more perceptive, treating insight and might as one die type higher. More on stats in a bit.)
For our level of Wayfarer, we'll take Tavern Talk- whenever we rest at an inn or tavern, we can ask the GM one question and be sure of a truthful answer. (If we take more levels of Wayfarer later this'll go up by one each time we take this skill)
Finally for our Fury level, we'll take Provoke, letting us give someone the enraged status and force them to include us in their attacks if possible.
Finally, we take our attributes: These are Dexterity, Insight, Might, and Willpower. There are 3 arrays and we'll take the average one: A d10, 2 d8s, and d6. So D10 Might, D8 Insight and Dexterity, D6 Willpower.
Derived stat calculations reveal Mark has 65 HP, 30 MP, and 8 inventory points, which is used for pulling out incidental gear like tents for camping, food, healing potions, etc.
Each class comes with a set of 4 questions about your backstory to answer as well, but the game recommends that those can be figured out in play, and for now we'll take this advice.
Finally, it's time to gear up with 500 zenit to our name. We'll get a combat tunic, setting our defense to 9, our magic defense to 9, and no initiative changes. We don't need a weapons since our unarmed strike is better than any of the available brawling weapons anyway and also functions as a ranged weapon if we need it (We'll say that when we turn our unarmed strike into a gun Mark's just pulling out an old revolver). So we've got 350 zenit left over, to which we add a die roll of 2d6X10 to determine our initial savings, for a total of 720 zenit after an average roll of 7.
Finally, the optional rule of quirks might come into play; there's a quirk explicitly about being from another world, but it's explicitly not required for isekai but after review, I think we'll take empty hands instead, to match up with the brawler fighting style Mark has in D&D: This increases his unarmed attack damage by another 6, and adds 1 to his defense and MDEF as long as he's not using armor or shields.
So there you have it. A big bruiser werewolf PI ready to punch his way through a fantasy world that isn't his own.
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effortlessly-emily · 5 months ago
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got Heavy Gear 4e yesterday. can't wait to inflict it on my friends
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talenlee · 1 year ago
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How To Be: Kaede Last Blade (In 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
This isn’t meant to be comprehensive or authoritative but as a creative exercise
While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
intro
Kaede is a character constructed out of Anime Main Character. On the one hand, he is humble, polite, modest about his opinions and giving to strangers. He speaks politely and expresses concern with the health and wellbeing of his opponents after he defeats them. Also, he is a cocky brash combat asshole who is proud of his ability to wreck people’s junk and boldly tells them they’re ten thousand years too early to defeat him. He hails from the Last Blade series (pair) of videogames from 1997 to 1998 (and 2001, and 2006 as funny little cameos or compilations but really, don’t worry about it), where he did the job of being that game’s version of Ryu or Ken, your starting place to get used to the game’s peculiarities. I’ve written about him before in the vein of him being kind of a negative space that I’ve projected my preferences on to.
Still, there’s good news here, because like many fight game characters, Kaede is a blank slate, just sheer breathtaking nothing filling in a roster made up of other nothing, but he does still stick in the mind, he does express some character because of that most important characterisation detail: Boy hot. And boy hot indeed, what with his loose flappy pirate style collar and his vest and all that.
What about that can we translate to game mechanics for 4th edition D&D?
First up, Kaede doesn’t wear heavy armour. You can claim that his gear is somehow padded or protected or maybe make some magical vibe reason if that makes sense to you. Still, c’mon, look at him. Dude is lightly armoured. He wields a weapon that is either a versatile one handed weapon like a bastard sword (eh) or a big honky sword that he needs to wield two handed to keep under control (which I like). He doesn’t have a shield. He can swap into a mode that gives him access to lightning powers… and that’s what you get.
As much as we get information about these things, we don’t get any strong indication that Kaede is remarkably strong at all, since combat in his game is largely based around timing the use of a weapon. Don’t get me wrong, katanas aren’t free to float in the air when you’re not holding them, but he’s not making big physical strikes, or sweeps and his kicks don’t seem to indicate a really powerful physique. Kaede appears to be strong (‘hard to defeat’) more than he is strong (‘able to lift a cow’).
The only other hint for ability scores I’d suggest is that Kaede doesn’t seem to be a guy with a very forceful personality. His mode switched version seems to be more forceful but he also seems to be an asshole, which I think serves as the distinction between ‘high charisma’ and ‘thinks he has a high charisma.’ Either way, whatever combat approach Kaede takes, it’s going to be something that relies on stats other than Strength or Charisma, probably.
The Fundamentals Of Kaede
Kaede is a lightning-using character with a strong focus on positioning opponents, so obviously this opens up the toolkit I’ve already written on. That’s great! That’s something that’s going to work for almost all the time you want to use the character — I mean, when you’re in ‘blonde mode’ for Kaede, the lightning powers are going to be there, and that’s the point of that vibe.
But how.
How, you may wonder, do you get the mode switch. How do you go from I am Kaede without the lightning powers and the being an asshole to I am Kaede with the lightning powers and I think my farts don’t stink? What mechanical way do you represent that shift, what’s the trigger that changes the play experience from one to the other?
This is where I planned to put an entry about access to mode-switching in 4e. The idea I thought, was that you could make a character who had some way to toggle into a mode for a particular scenario. There’s power-based shifting like the Werewolf and Werebear theme have, for example, or there are stances that let you turn on a power state that you can stick to. The ideal, really, would be that if there was some class that got an early-heroic stance power that gave your attacks lightning damage, and then the bulk of this article could be dedicated to setting up a set of multiclass feat routes to get access to that stance from everywhere.
But there isn’t one.
There just isn’t!
No, Mode Switching like that, in 4e, is kinda discouraged and it makes sense. Powers need to be available and reasonably consistent within a band of output so that players aren’t capable of big, weird swings in a way that disrupt play experiences for the DM, that monsters are reasonably consistent things to face. Instead, you get things that provide incremental advantage, or, more often, stances that show up later so they’re something you have to choose to toggle on or off when you have more than one stance to work with.
With that in mind then, I wish to recommend to you, a player, this mode switch: The tihng that toggles your Kaede from Nice Boy to Jesus Christ This Guy Is Scary is rolling initiative. The rest of the time? Your Kaede doesn’t really think of himself as a fighter. Sure he has the sword to defend himself, but he’s not dangerous, he’s just a disciple of the blade and doing his best. But when the dice rolls and suddenly you need a serious fight, that’s when it’s on and that’s when your Kaede’s hair goes gold and his ego gets swole. It’s best to not over-complicate builds. Remember, you want this beat in a story: Use the tools you have to tell it, don’t try and make it so you need a whole new mechanical artifice when you know you’ll probably just use it all the time anyway.
You’ll want the Mark of Lightning feat, but not before you can have a Lightning weapon. There’s a certain necessity for the two things to work together, right?
Venging with A Vengeance
Option one and the simplest, probably best, for Kaede, is an Avenger. With a big weapon like the Fullblade and the Avenger’s existing focus on slides and pushes, you can get a lot out of the Mark of Lightning too, slipping people around. I feel like a build with this starting spot might wind up trying to get Polearm Momentum or Flail Expertise, but it feels inappropriate given that Kaede is definitely a sword guy. Use your feats to instead make sure you can make attacks off-turn or punish people for them, then position yourself so enemies have the opportunity of bothering you or bothering the tank, and either solution is bad.
Battlemind The Step
I swear to god, Kaede wound up being weird.
See, the thing is, if I say ahead of time he’s probably not a strength or charisma based character, that suddenly limits his options as a character who can do the job of a defender to the Battlemind and the Swordmage. It’s a real rough space to wind up in, because it seems like it shouldn’t work that way?
Anyway, the Battlemind is a bit of a rough start for defenders; talk to your DM about maybe making Mind Spike an opportunity attack, rather than an immediate interrupt. And uh, the armour class problem persists but at least the Battlemind can have a good reason why they shouldn’t wear heavy armour, with a focus on keeping mobile for Lightning Rush, the power you get at level 7 that makes the class work really well.
Swordmage
But ahah, what if you want to go with the one-handed sword, a katana that is a longsword by any other name, and use the magical abilities of the Swordmage? That’s an intelligence-based character, and a defender with an Area effect attack! That works out of the box, and thank god it does, because otherwise, gosh, Kaede’s a weird bean.
What I would say when it comes to the Swordmage, is that if you’re going Mark of Lightning and taking lightning as your theme, you also want White Lotus Hindrance (for making their life hard) and White Lotus Riposte (for making them dead) and then to expand them. The thing with Hindrance I like a lot is that you can mark an opponent, then slide them, and the attack that slides them into a position where they’re standing in difficult terrain, so they can’t shift. When you upgrade it at paragon, you can shift them away from you, then leave them in difficult terrain where they can’t even charge at you. Combine this with slows, and you have enemies who waste their whole turn being thrown into a corner over and over.
junk drawer
I kept thinking about ways to use the Bard for Kaede, same as Paladin. I know, I said that he probably wasn’t a high-charisma build, but consider this: Kaede is really hot.
I thought this would be pretty easy! After all, big sword, lightning powers, there’s a lot to work with. But the problem that came up was that Kaede had things he definitely doesn’t do – there’s no pivot to flails or spears here!
I love this character a lot, and it was fun to consider how, to play with my own rules, I had to give up things that I would normally use to get the things about the character that felt really good.
Check it out on PRESS.exe to see it with images and links!
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thecreaturecodex · 4 years ago
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Thri-Kreen
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Image by Brian Despain, © Wizards of the Coast. Accessed at the Monster Manual II Art Gallery here
[The thri-kreen was never meant to be a PC race. At least, not originally. They originally appeared in the AD&D Monster Manual II with 6 Hit Dice and a load of special abilities. In Dark Sun, thri-kreen player characters didn’t get all of these abilities all at once, but were partitioned out over the first six levels. The ones with racial HD were called “tohr-kreen”... which then got retconned when 6 HD thri- and tohr-kreen both existed separately later in 2nd edition. The tohr-kreen were forgotten for a long while. 3e made thri-kreen a race with 2 HD and used their level adjustment system. I certainly played a thri-kreen character that abused the heck out of the Multiweapon Fighting chain. 4e toned them down to be a bit more in tune with the player powers of the rest of their Dark Sun races, and 5e went back to the AD&D 1e model, where they are just monsters, not player characters at all.
So I had a lot of history to choose from. I wanted to make them PCs, but that required toning them down significantly from their 3e levels. I created feats that help them get more towards that value, but still not entirely. PFRPG is much stingier with multiple attacks than 3.x was, and a PC race with five attacks from the get-go is right out. A lot of their mechanical flavor has already been swiped by Pathfinder races (the kasatha got the deserts and four arms; the trox got the big bugginess and natural attacks), so I wanted to make sure they were differentiated. I consulted with my friend @bowelfly​ for what they thought were vital to the feel of a thri-kreen, as they are a connoisseur of bug people.]
Thri-kreen CR ½ CN Monstrous Humanoid (kreen) This humanoid mantis is a dusty yellow color. It has four arms, but two seem to be its primary ones. It wears little clothing and carries multiple strange weapons.
The thri-kreen are sometimes called “mantis warriors”, as this describes both their physical appearance and their cultural values. Thri-kreen are nomadic hunters, and combine keen loyalty with a fierce need for competition. Members of a clan would hardly consider betraying one another, but they jockey constantly for position, and fights to the death are not unheard of to obtain a leadership role from a leader considered past their prime. They are skilled and patient hunters, moving frequently to avoid depleting prey items or causing undue ecological stress. Thri-kreen mate for life, and the care of the young is shared between all members of the clan. They grow to adulthood quickly, being mature within 5 years of age, and are considered ancient if they live to the age of 35. Thri-kreen often decorate their chitin exoskeletons with etchings and paints, the latter only for special occasions.
Thri-kreen prefer to attack from ambush, using their ability to change color to hide and their remarkable leaping ability to spring to the attack. The weapons of a thri-kreen are among their only possessions, and are thus well cared for. The primary melee weapon used by thri-kreen is a two-headed, crescent-bladed polearm called a gythka (treat as an orc double axe). As ranged weapons they use oversized shuriken known as chatkcha (treat as a starknife). Unusually, armor is only worn by the boldest and most confident thri-kreen, as it interferes with their camouflage abilities.
Thri-kreen advance by character class. Most of them choose classes with a full base attack bonus, like fighter, ranger or brawler. Their spellcasters are typically psychics, especially with the lore or self-perfection disciplines. Those that cast divine spells are usually druids—they do not trust gods, which they cannot see or taste, as opposed to natural forces which they can.
Thri-kreen as Player Characters Thri-kreen do not have racial Hit Dice, and advance by character class. A thri-kreen character has the following attributes
+2 Dex, +2 Con, -2 Cha Thri-kreen are nimble and tough, but have alien minds and emotions. Monstrous Humanoid Thri-kreens are not subject to spells and effects that target humanoids only Medium Size A thri-kreen gains no benefits or penalties from its size Low-light vision +1 natural armor Normal Speed Bite A thri-kreen gains a bite attack as a primary natural weapon that deals 1d4 points of damage Chameleon Skin (Ex) A thri-kreen can change the color of its carapace to match its environment. It gains a +4 racial bonus to Stealth checks if it is wearing no armor and only light clothing. If wearing light armor, or clothing that covers the body, it gains a +2 racial bonus on Stealth checks. If wearing medium or heavy armor, it gains no bonus. Master Leaper (Ex) A thri-kreen gains a +4 racial bonus on Acrobatics checks made to jump. It takes no penalty to Acrobatics checks made to jump without taking a running start. If it does take a running start, it doubles the distance covered. Secondary Arms (Ex) The secondary arms of a thri-kreen cannot be used to wield weapons or shields, but can be used to draw or stow small objects as a swift action. They can be used to provide somatic components even if both hands are full. Weapon Familiarity (Ex) A thri-kreen treats starknives as a simple weapon, and treats orc double axes as a martial weapon. Languages Thri-kreen start play speaking Kreen. A thri-kreen with an Intelligence bonus may choose from the following languages: Common, Dwarf, Elven, Gnoll, Halfling, Sylvan.
Statistics for a sample thri-kreen character, and feats for thri-kreen characters, under the cut
Thri-kreen ranger 1           CR 1/2 XP 200 CN Medium monstrous humanoid (kreen) Init +3; Senses low-light vision, Perception +5 Defense AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 12 (1d10+2) Fort +4, Ref +5, Will +1 Offense Speed 30 ft. Melee double axe +3 (1d8+3/19-20), bite -2 (1d4+1) or double axe +1 (1d8+2/x3), double axe +1 (1d8+1/x3), bite -2 (1d4+1) or bite +3 (1d4+3) Ranged starknife +4 (1d6+2/x3) Special Attacks favored enemy (magical beasts +2) Statistics Str 15, Dex 16, Con 15, Int 10, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 16 Feats Two-Weapon Fighting Skills Acrobatics +4 (+8 when jumping), Climb +6, Heal +5, Knowledge (nature) +4, Perception +5, Stealth +11, Survival +5 (+6 following tracks); Racial Modifiers +4 Acrobatics when jumping, +4 Stealth Languages Kreen SQ chameleon skin, mighty leap, track +1, secondary arms, weapon familiarity, wild empathy -1 Ecology Environment warm deserts and plains Organization solitary, pair, gang (3-6), patrol (7-12 plus 1 leader of 3rd level) or clan (13-40 plus 50% noncombatants, plus 1-3 leaders of 3rd-7th level) Treasure NPC gear (double axe, two starknives, other treasure)
Thri-kreen Feats A thri-kreen’s body and mind can develop in unexpected ways over the course of their lives, enhancing their natural abilities. Thri-kreen may choose from the following feats
Chitinous Claws (Combat Feat) Your fingers end in sharp claws instead of dull points. Prerequisites Improved Unarmed Strike, kreen subtype Benefit: Your unarmed strikes can deal bludgeoning, piercing or slashing damage, as you choose.
Effective Limbs (Combat Feat) You have trained your secondary limbs until they are as strong as ordinary arms Prerequisites Str 17+, base attack bonus +6, kreen subtype Benefit You may use your secondary limbs to wield weapons, hold shields and do anything else a limb can do.
Improved Chameleon Skin You have great control over your ability to change color Prerequisites Wis 13+, character level 3rd, kreen subtype Benefit Your racial bonus to Stealth checks when unarmored increases to +8. When wearing light armor or covering clothing, it decreases to +4.
Improved Venomous Bite (Combat Feat) You can produce paralytic enzymes at an incredible rate Prerequisites Con 15+, base attack +9, kreen subtype, Venomous Bite Benefit You may use the poison from your  Venomous Bite feat a number of times per day equal to your level + your Constitution modifier.
Tohr-Kreen Casting You can tap into the magic of the mantis nobles Prerequisites Intelligence 13+, character level 5th, kreen subtype Benefit You gain the following spell-like abilities. 3/day—mage hand; 1/day—blur, invisibility. You use your Hit Dice as your caster level, and your Intelligence modifier for concentration checks.
Venomous Bite (Combat Feat) You can produce paralytic enzymes in your saliva Prerequisites Con 13+, base attack +4, kreen subtype Benefits You may choose to inflict poison on a creature you hit with your bite attack a number of times per day equal to your Constitution modifier Kreen Poison; bite—injury; save 10 + ½ Hit Dice + Constitution modifier; duration 1/round for 2 rounds; effect 1d4 Dex damage; cure 1 save.
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paperanddice · 4 years ago
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Tears of the Crocodile God Part 1
Tears of the Crocodile God is a 4th Edition adventure from Dungeon Magazine issue 209. It’s a paragon tier adventure for 15th-17th level characters, right about in the middle of the system, and is meant to be a relatively dangerous adventure, pushing a party to their limits with few risk-free ways to recover. It contains 10 combat encounters and 4 major puzzles, though two of those puzzles can be used to avoid an encounter and a few of the encounters could be considered optional, depending on how clever players are in avoiding them or choosing which to engage with. Theoretically, an incredibly fast and picky party could avoid nearly every encounter, though doing so would be nearly impossible without foreknowledge or exceptional luck, and would likely result in one of the poor endings for the adventure. These encounters are not trivial ones either, ranging from level 15-20. Normal 4th Edition encounter building isn’t designed for this many fights in a single day, and so the adventure has a mechanism for how to get around it that I’ll discuss as part of the conversion factor.
For the conversions, I’ll put them right around the mid point of the systems as it is in 4E. That means around 10th level for 5e, and 5th level for 13th Age. Both of these are fairly advanced and powerful heroes, and so the threat against them can be similarly advanced and fit within the original story and design. This does require some discussion on the length of the adventure and the number of encounters included within it. 5th Edition is technically meant to have 6-8 encounters per long rest, and so the adventure only slightly exceeds that expectation, though many of the games I’ve run rarely hit such numbers. 13th Age on the other hand is very specifically intended to do 4 regular encounters per full heal-up, so pushing it to more than double that number is far beyond the capacity of the characters.
One aspect I’d like to discuss at the front here as well is the way Icons could interact with the adventure in a 13th Age game. Nephalot and the Crocodile God are not Icons in and of themselves, and they don’t necessarily line up too much with the default Icons in the setting. The closest alignments as I see them are the Crusader (power at all costs, a ritual to sacrifice a few weaker lives to create one more powerful immortal creature could be useful), the High Druid (the Crocodile God itself represents a powerful animal spirit that could be useful to her) or maybe the Three (lean more into the reptile imagery, or give the Crocodile God some draconic features as it absorbs the energy). Standing against the actions of Nephalot and the Crocodile God could be the Archmage (perhaps the evil ritual Nephalot has been using is something an earlier Archmage came up with and the current one wishes to see its use stopped), the Emperor (the Crocodile Cult represents a potential threat to the stability of the Empire), the Great Gold Wyrm (evil must be vanquished), or the Priestess (the Crocodile is not a god, and even if it were it’s a threat to the people with its constant human sacrifices).
Crocodile Fonts
Now we must discuss the mechanism the adventure uses to extend the characters’ capacity. Drinking from the crocodile fonts scattered around the dungeon can refresh characters, healing them, giving back healing surges, and recharging one expended daily power. Each font has 2 free uses and 3 more gated behind a dangerous trap and a skill check. Converting the intention of these fonts into the other systems requires a decision on the best way to do so.
For 5th Edition, my method was to allow each font to grant a short rest (as short rests are far longer in this system than either of the others and some classes rely on them quite a bit), as well as replenishing two spent Hit Dice. They could recharge some spell slots or other features as well, but the mechanism for that was complicated and upon more review not entirely necessary. The resources characters have are intended to be able to last many encounters, so merely granting access to short rests and additional hit dice should theoretically give enough endurance to push through. In a spellcaster heavy party or one that’s less experienced or equipped with little magical gear, allowing a use of the font to recharge half the character’s level in expended spell slots (as the wizard’s arcane recovery feature), or one third for partial casters like paladins and rangers, or a choice of recharging half the maximum amount of another per day limited feature such as Lay on Hands or Sorcery Points. This is more powerful with once per long rest features, so take that into consideration.
13th Age has a few other options however. Full heal-ups aren’t exactly tied to taking a specific long rest the way they would be in D&D. Depending on the story, full heal-ups could be scattered days apart, or could happen in the middle of a dungeon as characters push forward. They are simply intended to come every 4 standard encounters, regardless of the in story time between those encounters. That gives us a choice of simply allowing a full heal-up once the party finishes roughly half the combats, allowing the party a full heal-up at one point during the adventure of their choice, allowing drinking from a font to grant a full heal-up but limiting the fonts so that the total uses available in the dungeon are 1/character, or letting each font allow a similar refreshment as the 4E version of the adventure and disallowing a proper full heal-up while within the dungeon.
My personal preference would probably be to the last of those, as part of the tone of the adventure is pushing through where recovery isn’t really easy. In this case, I’d probably keep the fonts to 5 maximum uses and allow drinking from one to have effectively the exact same effect as 4E. Return to full hp, regain 2 expended recoveries, and recharge one daily use power. Granting recharge rolls for all or even a single expended ability or spell could be good as well, especially for classes like the barbarian who might want more than a single rage use across 10 potential fights. As I have far less experience with 13th Age I can’t be 100% certain on the best option for this, so I’ll leave some of the specifics to your own discretion. If you feel that simply granting a full heal-up fits better with your group’s capabilities and the story, go for that, though I’d still tie it to the crocodile fonts in some capacity. Having them be a key resource and forcing the players to make tough decisions as to when to make use of them is a major point.
As traps, the crocodile fonts are mostly out of combat mechanics and force players to take a risk if they want to push their recovery beyond the freely granted uses.
5th Edition:
Crocodile Font Trap Mechanical and magic trap This trap uses a magical sensor to recognize when to slam the jaws of the statue shut, trying to catch a creature within them. Attempting to drink from the crocodile font after the first two uses forces the character to succeed on a DC 15 Dexterity saving throw or take 22 (4d10) piercing damage and become restrained. While restrained, the creature takes 11 (2d10) piercing damage at the end of each of its turns and its face is held underwater, forcing it to hold its breath if it can’t breath water. The target or a creature that can reach the font can take a standard action to attempt a DC 15 Strength check, freeing the creature on a success. The font can be jammed open by making a Dexterity check using thieves’ tools or a Strength (Athletics) check against DC 18, allowing the additional drinks without danger. The font can also be destroyed (AC 15; 30 hp; immune to cold, necrotic, poison, and psychic damage). Destroying the font releases a restrained creature, but also neutralizes the font’s magic.
13th Age: These kinds of traps may go a little against some of the themes of the system, but they aren’t a hidden surprise that screws a character over with no warning. They’re clearly signposted, and a character that triggers it has done so having accepted the risks.
Champion-tier crocodile font trap: DC 20 skill check using Dexterity or Strength to hold open so a creature can take a drink from a font after the first two uses without risking getting hit by it; +10 vs. PD (the creature drinking from the font) - 4d6 damage, 5 ongoing damage, and the target is stuck and hampered and the target must start making last gasp saves. Making a last gasp save ends all effects. On a fourth failure, the target’s head or upper body is severed by the font. Multiple use. Make the skill check as the character drinks, rather than ahead of time.
River Crocodiles
The smaller crocodiles that occupy all running water within the labyrinth are generally pretty calm, though characters that bother the crocodiles or get into a combat close to the water may have to contend with them acting up and a few attacking. Given their relative weakness in comparison to the characters, they’ll quickly flee if confronted.
5th Edition River Crocodile Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) Speed 20 ft., swim 40 ft. Str 13 (+1) Dex 14 (+1) Con 13 (+1) Int 2 (-4) Wis 10 (+0) Cha 5 (-3) Skills Stealth +4 Senses passive Perception 10 Languages - Challenge 1/4 (50 XP) Hold Breath. The crocodile can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) piercing damage and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
13th Age:
River Crocodile 3rd level mook [beast] Initiative: +5
Bite +8 vs. AC - 4 damage Natural even hit: The target is stuck and takes 2 ongoing damage (save ends both). The crocodile can’t use its bite on another creature until the target saves.
AC 19 PD 17 MD 13 HP 11 (mook) Mook: Kill one river crocodile for every 11 damage you deal to the mob.
Secret Doors
Finding the secret doors in the labyrinth should be moderately difficult. A DC 20 Wisdom (Perception) check to notice them works for 5th Edition, and a DC 25 Wisdom based skill check should work for 13th Age.
The other common features of the labyrinth, such as the biting insects, runewheels, and the dreams of the crocodile god aren’t as concerning to me. The biting insects are the only one with a real mechanical effect, and it’s not one that I particularly care to keep track of. The first 5th Edition conversion I made included it, and it was just something people regularly forgot and didn’t care too much for and the long rest penalties really shouldn’t come up. I consider taking a long rest within the Labyrinth an automatic fail state for the adventure, as the trial lasts far too long for those outside to wait and the labyrinth will be invaded with dozens of crocodile cult warriors and priests if the time extends that long. Characters are forced to either flee or rush through as fast as possible if they try to take a long rest.
Next update I’ll start exploring the specific encounter and puzzle areas of the dungeon, as well as discuss the four sacrifices that the party may encounter and what could be done with them.
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glitter-bucket · 6 years ago
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New Fighting Styles - Additional Options for D&D 5e
[GM Binder Link]
Here is a collection of 8 new fighting styles I've drafted to fill some niches and character fantasies that would be pretty easily applicable to each of the warrior classes that get Fighting Styles.
My focus was on providing unique benefits for these warriors' secondary abilities, and/or use their loadout of gear in ways that 5e doesn't much support. These styles are definitely inspired by previous editions of d&d.
Graceful Versatility rewards a good mix of Strength and Dexterity like how weapon finesse worked in 3/3.5/PF. Gives longswords and their like a unique advantage in the hands of a well-rounded warrior.
Greatbow Archer doesn't grant the accuracy of the Archery fighting style but enables strength focused characters to take advantage of greater draw weight. Composite bows were a staple but don't easily translate to 5e.
Light Shield Fighting and Heavy Shield Fighting provides shield bashing. They also enable sword & boarders to make better use of that shield-hand, either by freeing that hand for general utility and somatic components, or by encouraging heavy, damaging, shoves (that synergizes well with the existing Shield Master feat).
The 'Warlord' styles are distinctly inspired by the Warlord class of 4e, providing ways for the Fighter to specialize in coordinating with their allies rather than optimizing their own capabilities. Rewards whatever mental ability you invest in.
Like this homebrew? Take a look at my directory of 5e designs [here]!
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orange1896 · 3 years ago
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4110003273164 HA024 TAPPET YUNNEI SDLG
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4110003273164 HA024 TAPPET YUNNEI SDLG
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H0220400062A0 传动轴带中间支撑总成 1 assembly 1417022000003 六角螺栓 Hexagon bolt 4 1417022000004 自锁螺母 Locking nut 4 1512222000002 ���传动轴总成 Propeller shaft assembly (RR) 1417022000003 六角螺栓 Hexagon bolt 8 1417022000004 自锁螺母 Locking nut 8 Q151B1440 六角头螺栓-细牙 Hexagon bolt-fine thread Q40114 平垫圈 Plain washer 4 1133VJPHG-ABZA01 1117022000005 自锁螺母 Locking nut 2 1S51332200101 传动轴 Propeller shaft 1 1417022000004 自锁螺母 Locking nut 16 1417022000003 六角螺栓 Hexagon bolt 16 Propeller shaft with intermediate support 1513322003002 前传动轴带中间支承总成 1 assembly (FR) Q151B1440 六角头螺栓-细牙 Hexagon bolt-fine thread Q40114 平垫圈 Plain washer 8 1117022000005 自锁螺母 Locking nut 4 Propeller shaft with intermediate support 1110822080002 中传动轴带中间支撑总成 1 assembly (MID) 1512222000002 后传动轴总成 Propeller shaft assembly (RR) 1S11332400011 后桥总成-后桥组件 Rear axle assembly--rear axle unit 1 QDT2401010-FT 桥壳总成 Axle housing assembly Q151B1440-0H1 螺栓-紧固减速器用 Bolt-for fastening reducer QDT2401068 通气塞总成 Breather plug assembly 1 QDT2401063 螺栓-紧固减速器用 Bolt-for fastening reducer Q341B14 螺母 Nut 4 Q40514 重型弹簧垫圈 Heavy-duty spring washer QDT2402010 后桥差减总成 Differential reducer assembly, rear axle 1 (I=4.875) 1133VJPGG-01ZA01 Square socket tapered magnetic screw Q62104 方槽锥形磁性螺塞 1 plug 1133VJPHG-ABZA01 QDT2401039A 加油螺塞垫片 Gasket, fill plug QDT2401163-LB 加油螺塞 Filler plug 1 QT435D5-3502100 制动器总成 Brake assembly 2 QDT3104075D 后��封座圈 Retainer, oil seal (RR) 3104045-4EB1 后轮毂内油封总成 Inner oil seal assembly, wheel hub (RR) 30621 后轮毂内轴承总成 Inner bearing assembly, wheel hub (RR) QDT2401090 半轴油封总成 Oil seal assembly, axle shaft CQ34120 螺母 Nut 20 QDT3502571E 制动鼓 Brake drum 2 QDT3104015A02 后轮毂 Rear wheel hub 2 ZL3104051B116-F-1 柱螺栓-后轮毂 Stud bolt-wheel hub (RR) 3103070-4E 车轮螺母与垫圈总成 Wheel nut and washer assembly 7517 后轮毂外轴承总成 Outer bearing assembly, wheel hub (RR) QDT2401076A01 调整螺母-轮毂轴承 Adjusting nut--hub bearing 1133VJPGG-01ZA01 QDT2401081 锁片 locking plate 2 1133VJPGG-01ZA02 1133VJPHG-ABZA01 CQ1500816 止动螺钉 Check screw 6 Q40308 弹簧垫圈 Spring washer 6 QDT2403064 衬垫-后桥半轴 Gasket--rear axle shaft QDT2403065-FT 后桥半轴 Shaft, rear axle Q40516 弹簧垫圈 Spring washer 16 QDT2403063 后桥半轴螺栓 Bolt, shaft, rear axle 1S11332400011 后桥总成-减速器组件 Rear axle assembly-reducer unit 1 QDT2402119-A1 螺栓-差速器轴承盖 Bolt-bearing cap, differential Q150B1020-S 螺栓-止动片用 Bolt--for stop plate Q40310 弹簧垫圈 Spring washer 4 Stop plate-differential bearing adjusting QDT2402383 止动片-差速器轴承调整螺母 2 nut QDT2402117 差速器轴承盖 Bearing cap, differential QDT2402381 调整螺母 Adjusting nut 2 QDT2402310 锥齿轮差速器总成 Bevel gear differential assembly 1133VJPGG-01ZA01 QDT2402115 后桥主减速器壳 Final drive housing, rear axle 1133VJPHG-ABZA01 按需 QDT2402083 分割调整垫片-主动锥齿轮 Split adjusting shim--driving bevel gear required Q43135 轴用弹性挡圈 Circlip for shaft NUP308X 后轴承总成 Rear bearing assembly QDT2402025B 后桥主动锥齿轮(i=4.875) Driving bevel gear (i=4.875), rear axle 27314EK 前内轴承总成 Inner bearing assembly (FR) QDT2402049 隔套-主动锥齿轮轴承 Spacer-driving bevel gear bearing QDT2402036 轴承座-主动锥齿轮 Bearing seat-driving bevel gear Q40514 弹簧垫圈 Spring washer 8 Read the full article
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eviipaiadin · 7 years ago
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12
12. Your in game inside jokes/memes/catchphrases and where they came from.
There’s a reason I tag our campaign as ‘Dungeons & Shitposting’. But here’s a list of all the dumb in-jokes I’ve had over my years of playing and running games. (Under a read more because it’s a lot)
D&D 4e or ‘OTK the Campaign’
“Bards are just better warlords!”
“I’m working with this really cool archfey. She’s kinda underground, you’ve probably never heard of her.”
Raviel Thade, Door-to-Door Raven Queen Salesperson
“...You never said that your Vicious Mockery was dealing non-lethal damage to the cow...”
“I’m a paladin, right? That means these villagers respect me, right?”
“...And there goes the halfling, hoping to hitchhike to meet some competent adventurers...”
Homestuck 4e or ‘I Am The Only Person In This Damn Campaign That Doesn’t Know No Houseglueds’
“Evii, do you have a +1 in any stat at all?”
“His name is literally ‘Villain’. I ain’t trusting him.”
Pokemon Religion vs Fusion Science
“Why are you guys laughing so hard? All I did was push him down some stairs.”
Legends or ‘The Origins of Captain Creig Cornswaggle, the Courageous Commander of The Cruel Craven and Co-Owner of The Crow’s Call’
Literally anything about Captain Creig Cornswaggle, the Courageous Commander of The Cruel Craven and Co-Owner of The Crow’s Call
“Diplomancy: Friendship Really is Magic.”
“...And then I stuck her with my shadow sword!” | “Is that what kids are calling it nowadays?”
“Ew, I can’t believe you’re into dead people.” | “For the last time, I’m a necroMANCER not a necroPHILIAC!”
Gregory the goblin head
“No, we are not selling the avatar of god into slave labour.” | “BUT THINK OF THE PROFITS THAT COULD BE USED FOR ORPHANAGES, GERARD! YOU LOVE THAT WEIRD GOODY-TWO-SHOES SHIT, RIGHT?!”
“If you’re gonna threaten us to kill something for you and you’re that tough, do it your damn self.”
“Voice is a privilege reserved for the GM and the GM alone. You players peasants must use text.”
“I can’t fucking believe the fate of the world once again rests in the hands of the two (2) short ones.”
“No, you cannot build a mountain of corpses to escape. I’M RAILROADING YOU SO I CAN REINTRODUCE A PLAYER CHARACTER. STOP BEING DIFFICULT.”
“I surrender, suckers.”
“My pirate gear is the HEIGHT of fashion. Keep your stinkin’ tux to yourself.”
Fate or ‘Evii Makes a Weird Character for Extended Pun Purposes’
Peter ‘Pan’ Handel
“He’s 50% man, 50% goat, 50% alligator.”
“You still sound Russian. Gimme some more vodka, maybe that’ll fix it.”
(It was a single very short session so not much memes there, unfortunately.)
World of Darkness or ‘Deadbeat Dirty Drug Cop and Rich Kid with a Penchant for Speed Ruin Everything at Record Speed’
“I slap him with the mummy hand.”
“How many levels do I need to put into [stat] before I can dual-wield shotguns?”
“How many sanity points does it cost for me to make a one-liner here?”
“We might not have a silver bullet. But maybe there’s enough silver in the five hundred (500) bullets we pumped into him to do the trick.”
“I can’t believe our most powerful ally is a devil hooker.”
Pokemon Tabletop Adventures 1 or ‘Lie Detector is Overpowered’
“Your character is [age between 20-55]? None of these tokens work for that.”
“I attempt to read the sign.” | “It says [whatever’s on the sign].” | “HEY GUYS, THE SIGN SAYS [whatever’s on the sign]!”
“My ahegao is a built-in lie detector.” | “YOUR WHAT?!” | “You know, the dumb single standing up hair.” | “THAT’S NOT WHAT AHEGAO MEANS, EVII!!”
“I believe in my Shuppet. So that means it does an extra... 8d6 damage.” | “Fuck off.”
Pokemon Tabletop Adventures 2 or ‘Who Let Me Be In Charge?!’
Bipen begins.
“Oh no, not Bidoofs!”
“...So you killed her Charmander.” | “OOPS!”
D&D 5e 1 or ‘The Wheatley Featherstep Saga’
Another character that exists for Evii to make bad puns
“Kaiser is the best and the strongest and can beat Baphomet with two (2) arms tied behind her back.”
Decibel the definitely-a-drow
Owly the owl
“So you can’t actually roll low enough to be hit by the aftermath explosions from these things...”
Decibel dying and immediately being reincarnated by a giant magic thing
Wheatley banishing Baphomet and all the demons back to the Abyss by accident, saving Kaiser and also kicking off the Wedding Crashers Arc
Wheatley’s Double Death Room
Wheatley, Lawful Good Monk, befriends local Chaotic Evil vrock
Wheatley adopts a fire snake after being complicit in murdering her family (oops!)
Halfling Lucky can’t save you if you roll a billion 1s in a row
Sultan of Many Titles vs Chiyoko of Many Titles+1
“You know, if you had actually had the Deck of Many Things on your person, you would’ve auto-won the encounter.”
“Why can’t I beat an 11 on Insight checks?!”
D&D 5e 2 or ‘Dungeons & Shitposting’
“Salith has the strongest drow fists in existence.”
“She has a tentacle rod and we are ending the conversation there.”
“Bitch!”
[Arceusawful Russian accent] “What do you call dark elf who cannot swim?”
Kana the NPC slayer
“For the Sea Mothah!” [fish slap]
“I fucking hate spiders.” | “I fucking love spiders!” (These two (2) characters are now dating.)
The Nature Society has made lumberjacking illegal.
Everything about Nappa/Cabbage, really
“’Allo! My name is, ‘ow you say, Ree Asho!”
The Cavalry
I am kana man 410,757,864,530 DEAD KOBOLDS
“Hey Frank”
 Speedrunning the campaign
“Look you guys, the beholder isn’t even at full power!”
Potion of Good Performance (not actually a sex thing!)
A traditional derro and kuo-toa burial
“The tree did it!”
The Messenger’s Guild
The Cyrus is Framed and No One has Fun for at Least Five (5) Sessions Arc
The Return of Bipen (”I’m a Dragon~!”)
The Return of Captain Creig Cornswaggle, the Courageous Commander of The Cruel Craven and Co-Owner of The Crow’s Call
The Tomb of Pharaoh Phasulias, Home of Pharaoh Phasulias
Demon lycanthropy is extra bad lycanthropy
Torchguard Commander Rickert is tired, grumpy, but kinda hot (at least to Navi)
“You’re Linda!!” (can’t remember if that was the right name)
The We Kinda Got Invited to a Wedding But Only a Few of Us are Still Playing the Characters that Knew the NPCs Getting Married so the Impact is Greatly Lessened as a Result Arc
Yoil Kreth and the Mechanized Execution Combative Heavy Axe (MECHA for short)
Oh Boy More Travelling NPCs We Really Don’t Care About
My awful impressions of Cyrus and Bipen when their players aren’t around
Fluffy is a Good BoyTM
Themberchaud the Fat Cat Dragon
Thesmachaud is buff, scary, but kinda hot (at least to Kana)
“Oh god we killed Buppido!”
“Your demon sense senses a billion (1,000,000,000) demons.”
D&D 5e 3 or ‘Evil Squad’
>hags
The Conch Horn Plan
Mr. Skeletal the First to Mr. Skeletal the Third
Magnifying glass
Portable ram
KOTA WE’RE ALL DUMBASSES JUST TELL US THE FUCKING ANSWER
“GIVE ME BACK KUBAZAN!” | “HE’S MINE, YOU GAVE HIM UP!”
“Okay, I am not gonna put my hand back in that hole.”
“OUR GODDESS WAS A 2WHO?!” (Related: “IS THAT A 2WHO?!”)
Thanks, druid friend, for your important contributions
“Leviathan!” | “It’s Laevaetaen!” | “Laeviathan!”
D&D 5e Mini or ‘I Miss You, Hug-Hug’
“Fuck you, I’m muting my mic for the rest of this session.”
Hug-Hug being the cutest lil gobbo ever
The Ten Billion (10,000,000,000) Hour Sacrifice Debate Room
D&D 5e 4 or ‘I Hate Time Travel’
:rasande_confused:
Soul micromanaging everyone’s characters
:salazar_dark:
“Keep the fisting to a minimum, my monkish friend.”
Barin, Champion of Booze
[insert ff14 realm reborn cutscene instead of narration here]
“Wait, our group is the one (1) that best understands this plot?!”
D&D 5e 5 or ‘Spooky Shadowfell Scures’
John ‘Thicccc’ Taric
“I have a very sharp shovel.”
[goggles that make you have night vision]
“Form of...!”
i’m missing some smaller one-shots and stuff but i can’t think of any major memes to come from them
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developmenthole · 6 years ago
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G  E  N  E  R  A  L
Full Name: Helkan Seridan (Rapli/Ador) Gender: Male Race: Dunmer / Altmer Age: 436 Day of Birth: 12th of First Seed 3E 198 Birthsign: The Lord Birthplace: Ahemmusa Camp, Morrowind Religion: Ancestors, Azura, Mephala, Boethiah Afflictions: Vampirism, Alcoholism Affiliations: Volkihar Clan, College of Winterhold, House Telvanni and loose ties with House Redoran  Current Residence: College of Winterhold, frequently visits Windhelm’s Grey Quarter and Raven Rock, where he owns a small private home. Occupation: Archmage of the College of Winterhold Faceclaim: Tony Thornburg Voiceclaim: Michael McElhatton as Roose Bolton
A  P  P  E  A  R  A  N  C  E
Height: 6′3″ Face: Firm jawline, sharp nose, pronounced cheekbones, along with faint lines showing his age. Figure/build: Wide shoulders, narrow hips. Rather muscular, but due to his alcoholism and duties at the college, he has a bit of chub around his belly. Old Dunmeri tattoo work crosses his upper chest, down his right arm, his back and his lower stomach.  Hairstyle and colour: Dark brown and flecked with grey at his temples, ends a bit past his shoulders. Typically kept in a partial high ponytail, but is often left down as he goes about his day. Has a beard he keeps meticulously groomed, that is flecked with grey below his lower lip and at the curve of his jaw. Eye colour: dark red scleras with glowing orange irises. Skin colour: Grey, with brown undertones Scars: Ceremonial scarring across his face and forehead, a burn covering his left arm, ending at the left side of his upper body.  Preferred style of clothing: Comfortable robes in his downtime, or a simple tunic and trousers. Always wears a multitude of hand carved amulets, or colorful dunmeri scarves. Visible gear: Ebony plate worn under a brown house Telvanni robe. Bonemold boots, and a mix of bonemold and chitin pauldrons, with heavy plating and a heavy chitin gauntlet on his left arm. Wields an old looking ebony longsword.
S K I L L S
Class: Pyromancer Combat Skills: Destruction magic, 1H Swords, Heavy Armor, Alteration General Skills: Cooking, Scrimshaw, General crafting. Schools of Magic: Destruction, Alteration, Conjuration  Preferred Spells: Fireball, Flame Cloak, Conjure Ash guardian, Ash Shell, Conjure Sword/Bow  Native Language: Velothi Spoken Languages: Velothi, Dunmeris, Cyrodiilic, Common Special Abilities: Ancestor’s Wrath, Hot Blooded; Due to his volatile temper and his deeper magicka pool, whenever he becomes highly agitated he begins to approach a “boiling point” in which he may involuntarily become cloaked in flames. It is hard to to illicit this, nowadays. 
B I O G R A P H Y
Personality: Due to his newfound responsibility as the Archmage, Helkan has calmed considerably. When he finds the time to be away from his work, he often enjoys to talk with newcomers to the college, be they visitors, staff, or students that have caught his eye. He tends to be rather charismatic, unless of course, he is offended in some way. Though, if he is cross, it will never be a secret unless it is something more personal. He tends to be a very private person, opening up to people very rarely due to previous trauma. However, he is loyal to a fault to those who have earned his trust.  Family: Lilelle Rapli, Corelian Ador, Saulian Ador, Turil Seridan (Adoptive father), Antulaya-Sen Lalapal (Seridan) (daughter), Silun Teshar (Late husband) Historical Details:  Born to Lielle Rapli and Corelian Ador. Corelian stole Lielle in the night, leaving Helkan alone. He was quickly taken in by Turil Seridan, whose wife and child died while she was giving birth. Because of his Altmeri blood, Helkan proved to have a deeper magicka pool than other children of the clan, which is when his “Hot Blood” became evident. Although Turil and the tribe wisewoman tried to help Helkan control this, it proved to be insufficient. After getting into an argument with Turil, Helkan had flared up within their hut, catching it on fire. Though he had attempted to save his adopted father, he was unsuccessful. Turil died in the blaze, and Helkan’s arm was badly burnt, as his robes had caught on fire as well. Ashamed and wracked with grief, Helkan fled his clan. He took to wandering the Ashlands, hunting and living off the land. 
Eventually, through years of work and being a glorified mercenary, he joined the Great House Telvanni where he learned to better control his flare ups. Working his way through the ranks with great difficulty due to his Velothi upbringing and beliefs, he eventually became a Master.  Helkan then left Morrowind for a time, eventually traveling to Hammerfell. He met a warlord named Silun Teshar in 3E 388, and the two became inseparable. They married, and remained together for 14 years, until Silun was killed in the War of Betony in 3E 402. 
Helkan, in his grief took to alcoholism and drug abuse, among other things. As he wandered out of Hammerfell, he was attacked by a group of vampires, who he did little to fight off. Instead of being killed as he’d anticipated, Helkan had been turned instead. He lost his drive, settling in Cyrodiil. He began to tutor aspiring mages on the side for a time until he joined the Mage’s Guild officially. He worked for the Guild as a tutor and as freelance protection for those brave enough to combat the Daedra from 3E 432 to 4E 5,  reconnecting ties with House Telvanni in the process. When the Red Year occurred, he left Cyrodiil to aide in the evacuation efforts. During this, he met a Velothi woman named Shalmanu Lalapal who’d been separated from her tribe and the two had become particularly close. Their relations were pleasant but brief, as he moved on to continue to aide his suffering homeland. 
After the Red Year, he proceeded to Skyrim with the rest of the Refugees, where he lived on the outskirts of Windhelm, primarily to look after the Dunmer who’d settled there. Eventually, he got word that House Telvanni was taking literal root on Solstheim, Helkan boarded a ship for passage to the island. There, he resumed work with the Great House until 4E 201 when he was sent to the College of Winterhold as an advisor and partial instructor. There, he had become to grow very close to Archmage Savos Aren, before his death caused by Ancano and the Eye of Magnus. After killing Ancano, he was persuaded into becoming the next Archmage, and House Telvanni allowed this, although they did not officially become allies, for the sake of preserving the College’s neutrality.  Aspirations: Somehow become allies with his brother, discover the fate of his mother. 
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dynamic-defense-solutions · 8 years ago
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Armored Vehicle Parts
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 Dynamic Defense Solutions FZE – Armoring/Armored Kit B6 B7 STANAG 4569
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dragonkid11 · 4 months ago
Video
youtube
Welcome to a brand new Trashtalk series where I briefly summarize on the Gears from the North in Heavy Gear 4e.
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animeil · 8 years ago
Link
Grade OA
Plate and structural, consisting of cut structural and plate arisings predominantly 6mm thick in sizes not exceeding 1.50m x 0.60m x 0.60m (or as otherwise agreed) prepared in a manner to ensure compact charging. May include properly prepared wagon material less than 6mm thick. Excludes tube and hollow section.
Grade 1
Old Steel, predominantly 6mm thick, in sizes not exceeding 1.50m x 0.60m x 0.60m (or as otherwise agreed) prepared in a manner to ensure compact charging. May include tube and hollow section, wire rope properly prepared by agreement with consumer, properly prepared material from heavy commercial vehicles including wheels, but excluding body and wheels from light vehicles.
Grade 2
Old Steel, predominantly 3mm thick, in sizes not exceeding 1m x 0.60m x 0.60m (or as otherwise agreed) prepared in a manner to ensure compact charging. May include properly prepared material from dismantled vehicles including light vehicle wheels, but must exclude vehicle body arisings and also domestic appliances.
Grade 3A
Fragmentised, old light steel arisings fragmentised into pieces not exceeding 150mm in any direction. Must be free from dirt, free non-ferrous metals and foreign material and exclude excessive moisture, introduced loose cast iron, incinerator material, grindings, swarf, turnings and borings. Should also be free from tin cans. Must conform to the following specifications:
Density: 1 tonne per cubic metre minimum
Sn content: 0.03% max
Cu content:  0.20% max
Grade 3B
Fragmentised, old light steel arisings fragmentised into pieces not exceeding 200mm in any direction. Must be free from dirt, free non-ferrous metals and foreign material and exclude excessive moisture, introduced loose cast iron, incinerator material, grindings, swarf, turnings and borings. Should also be free from tin cans. Must conform to the following specifications:
Density: 0.8 tonne per cubic metre minimum
Sn content: 0.03% max
Cu content:  0.25% max
Grade 3C
Fragmentised, old light steel arisings fragmentised into pieces. Must be free from dirt, free non-ferrous metals and foreign material and exclude excessive moisture, introduced loose cast iron, incinerator material, grindings, swarf, turnings and borings. Should also be free from tin cans.
Density: 0.60 tonne per cubic metre
Grade 4A
New production compressed steel sheet (less than 3mm thick) bales, in works furnace sizes, free from all coated, tinned, galvanised, enamelled and deleterious material (other than by joint agreement from a specified source). Tightly baled and free from loose material.
Grade 4C
New production compressed steel sheet (less than 6mm thick) Bales in works furnace sizes, including a proportion of coated material, but excluding tin, enamel and terne coating, stamping and forging flash, bar and billet ends and other high residual material. Tightly baled and free from loose material.
Grade 4E
New production compressed steel bales, including rod and wire, in works’ furnace sizes, including a proportion of coated material but excluding tin-coated ferrous material and excluding copper washed steel wire other than by joint agreement. Tightly baled and free from loose material.
Grade 4F
New production steel strip and/or wire bobbins. In works’ furnace sizes, including a proportion of coated material, but excluding tin-coated ferrous material and excluding copper washed wire other than by joint agreement. Must be securely fastened.
Grade 4G
New Production Compressed De-tinned Steel Sheet (less than 0.25mm thick) Bales in works’ furnace sizes. Tightly baled and free from loose material.
Sn content 0.05% max
Cu content 0.15% max
Cr content 0.04% max
Ni content 0.02% max
Grade 5A
Compressed old light steel in works’ furnace sizes. Must be free from tin coated and non-metallic material. Must not include heavy iron and steel, wire ropes, wire, fuel tanks, or tin coated materials and must not include loose or free dirt or tyres.
Grade 5B
Pressed and sheared old light steel. To include material emanating from press shears, consisting of pressed and sheared depolluted motor cars, white goods and old light iron and steel arisings. Must not include heavy iron and steel, wire ropes, wire, fuel tanks, or tin coated materials and must not include loose or free dirt or tyres.
Grade 5C
Loose old light steel. May consist of depolluted motor cars, white goods and old light iron and steel arisings. Must not include heavy iron and steel, wire ropes, wire, fuel tanks, or tin coated materials and must not include loose or free dirt or tyres.
Grade 6A
Incinerator Bales – Compressed Steel Bales consisting predominantly of tin coated steel cans processed through an incinerating plant and magnetically separated following incineration and prior to baling. Bale size and density to be jointly agreed.
Grade 6B
Loose incinerated – Steel arisings in loose form consisting predominantly of tin coated steel cans processed through an incinerating plant and magnetically separated following incineration.
Grade 6C
Non-incinerated magnetically extracted steel cans – baled. Steel food, drinks and other domestic cans magnetically extracted from non-sorted and non-incinerated domestic waste at municipal and private waste treatment plants and materials recycling facilities. May have minor visible presence of other materials such as paper and plastics. Bale size and density to be jointly agreed.
Grade 6D
Non-incinerated magnetically extracted steel cans – loose. Steel food, drinks and other domestic waste at municipal and private waste treatment plants and materials recycling facilities. May have some minor visible presence of other materials such as paper and plastics.
Grade 6E
Clean steel cans – baled. Steel from food, drinks and domestic aerosol cans collected from the public e.g. by can banks and door-to-door (“kerbside”) collection schemes. Cans should be free from excessive contamination by other materials. Bale size and density to be jointly agreed.
Grade 6F
Clean steel cans – loose. Steel from wood, drinks and domestic aerosol cans, collected from the public e.g. by can banks and door-to-door (“kerbside”) collection schemes. Cans should be free from excessive contamination from other materials.
Grade 7A
Heavy Carbon Steel Turnings. Crushed or naturally short, shovellable, excluding bushy or heavily oxidised turnings, free non-ferrous metals, scale, grinding dust, or other materials from chemical industries and free from excessive oil.
Grade 7B
Heavy Carbon Steel Turnings. The majority crushed or naturally short, but with up to 20% bushy content permissible (by volume as determined by visual examination) not shovellable, excluding free non-ferrous metals, scale, grinding dust, heavily oxidised turnings or other materials from chemical industries, and free from excessive oil.
Grade 8A
New Loose Light Steel Cuttings. Suitable for pressing, free from coated, tinned, enamelled and all deleterious material (other than by joint agreement from a specified source). May include galvinised steel (although the proportion may be limited by joint agreement).
Grade 8B
Loose Light Steel Cuttings suitable for pressing. May include an agreed proportion of coated material, but excluding tin coated, terne coated and enamelled material.
Grade 9A
Heavy Cast Iron. Not less than 13mm thick, in works’ furnace sizes, free from burnt metal.
Grade 9B
Cylinder Block. Low phosphorus iron, usually arising from the dismantling of vehicles and commonly known as cylinder block arisings (including the cylinder block head). Gearboxes containing gears to be discarded. Gearboxes stripped of gears may be included. Steel crankshafts, connecting rods, aluminium pistons and all other aluminium components to be removed.
Grade 9C
Oil Free New Production or Burnt Cylinder Block. Low phosphorus iron. Cylinder block heads and stripped gearboxes may be included if oil free and all steel, alloy and non-ferrous components are removed.
Grade 10
Light cast iron. In works’ furnace sizes, free from burnt metal.
Grade 11A
Clean Cast Iron or Malleable Iron Borings and Drillings, free from steel turnings, scale, lumps and excessive oil.
Grade 11B
Briquetted Cast Iron Borings, free from corroded lumps and excessive cutting fluids.
Grade 12A
New Production Heavy Steel, excluding forging, flashings and stampings, predominantly 6mm thick in sizes not exceeding 1.50m x 0.60m x 0.60m (or as otherwise agreed) prepared in a manner to ensure compact charging, may include tube and hollow section with a wall thickness of not less than 6mm and a maximum overall outside diameter or wall to wall outside measurement of 50mm.
Grade 12C
New Production Heavy Steel, predominantly 3mm thick in sizes not exceeding 0.60m x 0.60m x 0.60m, or as otherwise agreed, prepared in a manner to ensure compact charging. May include tube and hollow section, new vehicle wheels, forging flashings and stampings.
Grade 12D
New Production Clean Shovellable Steel, in sizes not exceeding 150mm in any direction. May include new factory sheet clippings, punchings and stampings.
#m
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dragonkid11 · 4 months ago
Video
youtube
Hello and welcome to a 20 minutes video of just me rambling about mechs and vehicles and stuff in Heavy Gear universe in general, still barely contain everything I wanted to talk about HG even beyond what I already have talked about in the intro video.
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dragonkid11 · 28 days ago
Video
youtube
In today's episode, let's get going with the blue wave of NuCoal!
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dragonkid11 · 14 days ago
Video
youtube
In today's episode, let's get sneaky with the Black Talon.
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