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<channel>
	<title>The Gamer Assembly &#187; Themes</title>
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	<link>http://blogs.gamerassembly.net</link>
	<description>some assembly required</description>
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		<title>Science Skill &#8211; Modern Assembly</title>
		<link>http://blogs.gamerassembly.net/2012/04/science-skill-modern-assembly/</link>
		<comments>http://blogs.gamerassembly.net/2012/04/science-skill-modern-assembly/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 07:00:06 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[Modern Assembly]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[Modern]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[skill]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=628</guid>
		<description><![CDATA[Science (Intelligence) The Science skill encompasses modern analysis and knowledge gained from it, including the chemical analysis of materials, experimentation to draw new conclusions about a particular object, creature or behavior and the use of computers for research and analysis. &#8230; <a href="http://blogs.gamerassembly.net/2012/04/science-skill-modern-assembly/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_629" class="wp-caption alignright" style="width: 250px"><a href="http://www.flickr.com/photos/11304375@N07/2769519295/in/set-72157606777257661/"><img class="size-full wp-image-629" title="2769519295_51b38627c0_m" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/04/2769519295_51b38627c0_m.jpeg" alt="" width="240" height="240" /></a><p class="wp-caption-text">Fields of Science by Image Editor on Flickr</p></div>
<p><strong><strong>Science </strong></strong>(Intelligence)</p>
<p>The Science skill encompasses modern analysis and knowledge gained from it, including the chemical analysis of materials, experimentation to draw new conclusions about a particular object, creature or behavior and the use of computers for research and analysis.<strong><strong><br />
</strong></strong></p>
<p dir="ltr">Training in this skill represents either formal study or extensive experience at an University or with a Research facility. Those with training are more likely to know esoteric information or gain new knowledge through active experimentation.</p>
<p><strong id="internal-source-marker_0.8663988409098238"><br />
Science Knowledge</p>
<p></strong>Make a Science check to recall a relevant piece of information from modern studies, such as chemistry, computer science, or physics. You may also make a Science check to recognize a Science related clue.</p>
<p>Examples of Science knowledge checks include identifying a common substance in the field (Easy), identifying a potentially dangerous chemical (Medium), and predicting the course of a new mutation (Difficult).<strong id="internal-source-marker_0.8663988409098238"></p>
<p>Monster Knowledge</p>
<p></strong>Make a Science check to identify a creature created or altered by Science.<strong id="internal-source-marker_0.8663988409098238"></p>
<p>Computer Hacking/Programming </strong>(Trained Only)</p>
<p>Creatures that have training in Science can use the skill to break into a computer, write their own programs, identify foreign and malicious elements in computer software and trace their origin. The following checks may often be part of a greater skill challenge.<br />
<strong id="internal-source-marker_0.8663988409098238"><br />
Create Program </strong>(Standard Action. Easy DC of the creature’s level)<br />
Make a Science check to create a program intended for a particular task, including security software, games, or malware.<br />
<span style="text-decoration: underline;">Success</span>: You create your intended program. The result of your check becomes the DC needed for creatures to counter your program.<br />
Failure: You cannot attempt to create the program again until after a short rest.<br />
<span style="text-decoration: underline;">Special</span>: You can make an attempt, after a short, rest to increase the DC of an already created program. Make the check as normal, if your result is the same or higher than the current DC, the new DC matches the higher result. If your result is lower than the current DC, then decrease the DC by 2.<strong id="internal-source-marker_0.8663988409098238"></p>
<p>Hack Computer </strong>(Standard Action. Variable DC, determined by the security of the computer)<br />
Make a Science check to gain access to a computer, program or network you would not normally have access to.<br />
<span style="text-decoration: underline;">Success</span>: You gain access, and can gain any information the target may hold, or allow a created program access.<br />
<span style="text-decoration: underline;">Failure</span>: You cannot attempt to gain access again until after a short rest. If you fail by 5 or more your intrusion was detected.<strong id="internal-source-marker_0.8663988409098238"></p>
<p>Detect Hacking or Malware </strong>(Standard Action. Hard DC of the creature’s level)<br />
Make a Science check to detect the presence of foreign or invasive elements in a computer. The skill is often used in this way when no intrusion is observed but they suspect it is present.<br />
<span style="text-decoration: underline;">Success</span>: You detect each source of hacking or malware on the computer, and recognize whether each program is running locally or from a network connection.<br />
<span style="text-decoration: underline;">Failure</span>: You detect nothing. You cannot try again until after a short rest.<br />
<strong id="internal-source-marker_0.8663988409098238"><br />
Identify Hacking or Malware </strong>(Minor Action. Moderate DC of the intrusion’s level)<br />
Make a Science check to identify the source of the malware or hack and know it’s effects.<br />
<span style="text-decoration: underline;">Success</span>: You identify the program and/or programming language used to create each piece of malware or hack and you know the effects of the intrusion.<br />
<span style="text-decoration: underline;">Failure</span>:  You cannot attempt to identify the hack or malware again until after a short rest.<strong id="internal-source-marker_0.8663988409098238"></p>
<p>Counter Hacking or Malware </strong>(Standard Action. Hard DC of the intrusion’s level)<br />
Make a Science check to counter malware or hacking, preventing further damage to your system.<br />
<span style="text-decoration: underline;">Success</span>: Choose one effect per success. Against malware, you may disable or remove the program. Against a hacker, you may trace the hacker’s location or cut the hacker off from the computer.<br />
<span style="text-decoration: underline;">Failure</span>: You take a cumulative -2 penalty against further counter attempts until after you take a short rest.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Mechanics Skill &#8211; Modern Assembly</title>
		<link>http://blogs.gamerassembly.net/2012/04/mechanics-skill-modern-assembly/</link>
		<comments>http://blogs.gamerassembly.net/2012/04/mechanics-skill-modern-assembly/#comments</comments>
		<pubDate>Thu, 19 Apr 2012 07:00:53 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[Modern Assembly]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[drive]]></category>
		<category><![CDATA[mechanic]]></category>
		<category><![CDATA[skill]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=622</guid>
		<description><![CDATA[We&#8217;re using two new skills in Modern Assembly, to help fill in the gaps on opportunities that just didn&#8217;t exist in medeval times. You may notice that these skills really could be multiple skills. We chose to condense modern knowledge &#8230; <a href="http://blogs.gamerassembly.net/2012/04/mechanics-skill-modern-assembly/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re using two new skills in Modern Assembly, to help fill in the gaps on opportunities that just didn&#8217;t exist in medeval times. You may notice that these skills really could be multiple skills. We chose to condense modern knowledge to 2 skills, to keep the total number of new skills down.</p>
<div id="attachment_624" class="wp-caption alignleft" style="width: 280px"><a href="http://www.flickr.com/photos/slagheap/156203875/"><img class=" wp-image-624 " title="156203875_a5a4ba01b4_n" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/04/156203875_a5a4ba01b4_n-300x195.jpg" alt="" width="270" height="176" /></a><p class="wp-caption-text">Mechanic by slagheap on Flickr</p></div>
<p><strong id="internal-source-marker_0.8663988409098238">Mechanics </strong>(Intelligence)<strong id="internal-source-marker_0.8663988409098238"></strong></p>
<p>The Mechanics skills encompasses knowledge of engineered constructs, as well as the ability created, repair and operate them. This includes vehicles, computers and other machines such as a power generator or crane.</p>
<p>Training in this skill represents either formal study or extensive experience at formal institution or as an occupation. Those with training are more likely to know esoteric information or be able to solve unknown issues through active repair.<br />
<strong id="internal-source-marker_0.8663988409098238"><br />
Mechanics Knowledge</strong></p>
<p>Make a Mechanics check to recall a relevant piece of information about mechanical construction, operation, and applications. You may also make a Mechanics check to recognize a Mechanics related clue.<br />
<strong id="internal-source-marker_0.8663988409098238"><br />
Monster Knowledge</strong></p>
<p>Make a Mechanics check to identify a creature created or altered by Mechanics.<strong id="internal-source-marker_0.8663988409098238"></strong></p>
<p>Drive (Move Action. Variable DC)<br />
Any creature can operate a simple land based vehicle, such as a truck, car or motorcycle without being trained or making checks. In a more stressful situation, such as driving during combat or while being chased.<strong id="internal-source-marker_0.8663988409098238"></strong></p>
<p>Pilot (Trained Only. Move Action. Variable DC)<br />
Creatures that are trained in Mechanics can operate boats, airplanes and other advanced devices.<strong id="internal-source-marker_0.8663988409098238"></strong></p>
<p>Repair (Trained Only)<br />
Creatures that are trained in Mechanics can aid machines which are failing.<strong id="internal-source-marker_0.8663988409098238"></strong></p>
<p>Heal Construct (Variable)<br />
You use a Mechanics check to treat a mechanical creature as if using heal against a living creature. (See Heal)<br />
<strong id="internal-source-marker_0.8663988409098238"><br />
Quick Fix </strong>(Minor Action. Easy DC)<br />
Make a Mechanics check to quickly patch a machine.<br />
<span style="text-decoration: underline;">Success</span>: You are able to temporarily stop further damage to a machine. An object immediately stops its actions, or continues properly at its slowest speed.<br />
<span style="text-decoration: underline;">Failure</span>: You are unable to affect the target.</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<item>
		<title>Fated Theme &#8211; Modern Assembly</title>
		<link>http://blogs.gamerassembly.net/2012/03/fated-theme-modern-assembly/</link>
		<comments>http://blogs.gamerassembly.net/2012/03/fated-theme-modern-assembly/#comments</comments>
		<pubDate>Fri, 30 Mar 2012 07:00:08 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[D&D 4E]]></category>
		<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=549</guid>
		<description><![CDATA[Some people are born great, some achieve greatness and some are just surrounded by the abyssal horrors! Fiction is filled examples of heroes who aren’t smarter, faster or stronger than everyone else, they’re just in the wrong place at the &#8230; <a href="http://blogs.gamerassembly.net/2012/03/fated-theme-modern-assembly/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_551" class="wp-caption alignright" style="width: 216px"><a href="http://www.flickr.com/photos/hmoong/6798761749/"><img class="size-medium wp-image-551" title="6798761749_60c3282f46_n" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/03/6798761749_60c3282f46_n-206x300.jpg" alt="" width="206" height="300" /></a><p class="wp-caption-text">. . .to be fated by Khanh Hmoong</p></div>
<p>Some people are born great, some achieve greatness and some are just surrounded by the abyssal horrors! Fiction is filled examples of heroes who aren’t smarter, faster or stronger than everyone else, they’re just in the wrong place at the wrong time. Yet somehow these hapless regulars wind up on top! One way or another, they not only survive the fight but they manage to contribute significantly to the final victory, while fighting alongside super cops and powerful wizards.</p>
<p>These heroes rarely begin adventuring careers by choice. More often than not, adventure springs right up around them. They could be the only person who seems to notice the demons in their hometown. It could be that a group of established heroes are venturing into the local woods, and the fated is persuaded at knife point to come along as their guide.</p>
<p>No matter your reason for adventuring, you soon pick up other useful skills, and may even eventually gain a bit of courage and self confidence. Even when your battling against epic foes, there’s always that bit of luck or fate tat shines through.</p>
<p>Examples include Xander, Kagome, Katniss or Stephanie Plum.</p>
<p><strong>Fated Starting Feature</strong></p>
<p>You always seems to be have a little bit of extra skill just when it seems that failure is inevitable. Whether it’s fate or just a surge of willpower when all hope is bleak, the you get the job done when it’s the most critical.<br />
Benefit: You gain the Burst of Hope power.</p>
<p>Burst of Hope Fated Utility 1<br />
At the last moment you fumble with your tools as you try to disable the doomsday device. By some stroke of luck, they fall in just the right spot.<br />
Encounter * Martial<br />
No Action       Personal<br />
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.<br />
Effect: You add 1d4 + 1 to the triggering roll. At 11th level you add 1d4 + 2. At 21st level you add 1d4 + 4.</p>
<p><strong>Fated Level 5 Feature</strong><br />
With all the crazy stuff happening in your life, you find yourself constantly running just out of reach of the next villainous threat.</p>
<p dir="ltr">Benefit: You gain a +1 power bonus to all defenses vs. opportunity attacks. This bonus increases to +3 vs. opportunity attacks made by aberrations or undead.</p>
<p><strong>Fated Level 10 Feature</strong><br />
Sometimes when things seem there worst, that’s when the greatest opportunities arise. You spin a great failure into a moment of keen insight.</p>
<p dir="ltr">Benefit: Whenever you roll a natural 1, your action still fails as normal. Your next attack roll, a saving throw, a skill check, or an ability check gains a +2 power bonus.</p>
<p><strong>Optional Powers</strong></p>
<p><strong>Level 2 Utility Power</strong><br />
Sometimes you just have to get across the room, in an impossible amount of time. You find something greater, deep inside, when the need is high.</p>
<p>Burst of Speed Fated Utility 2<br />
With a great push you launch yourself desperately across the room.<br />
Encounter<br />
Minor Action Personal<br />
Effect: You gain a +2 power bonus to speed until the end of your next turn.</p>
<p><strong>Level 6 Utility Power</strong><br />
When your surrounded by soldiers in full battle gear and brutes with bulging muscles, it’s easy for enemies to forget just how tough you can be.</p>
<p>Tougher Than I Look Fated Hero Utility 6<br />
When things get tough you rise to the task, shrugging off your enemies assault so that you can be the hero your destined to be.<br />
Daily<br />
Minor Action Personal<br />
Effect: You gain resist 3 to all damage until the end of your next turn. At 21th level this increased to resist 6.</p>
<p><strong>Level 10 Utility Power</strong><br />
It’s easy for others to dismiss your character in battle, but they have no idea how many times you’ve risen to the challenge. You know how to shrug off a debilitating effect and come back strong.</p>
<p>Sudden Revival Fated Hero Utility 10<br />
Just when it looked like you were out of the fight for good, you stand and do what’s needed.<br />
Daily<br />
Free Action Personal<br />
Trigger: You start your turn dazed, dominated or stunned (save ends).<br />
Effect:  You make a save vs. that effect with a +2 power bonus.</p>
<p>*<em>If this seems familiar it’s based on <a href="http://stuffershack.com/charmed-hero/">a theme</a> written for A Night in Lonesome October. Modern characters were heavily considered for that project and it seemed folly not to include it in this project.</em></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Firearms and Other Weapons &#8211; Modern Assembly</title>
		<link>http://blogs.gamerassembly.net/2012/03/firearms-and-other-weapons-modern-assembly/</link>
		<comments>http://blogs.gamerassembly.net/2012/03/firearms-and-other-weapons-modern-assembly/#comments</comments>
		<pubDate>Wed, 28 Mar 2012 07:00:32 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=559</guid>
		<description><![CDATA[In our modern times, arrows and swords are often out of place, even impractical. The following modern weapons are written using the base rules presented for weapons in the core game. They’re also balanced with the existing sword-and-sorcery weapons. This &#8230; <a href="http://blogs.gamerassembly.net/2012/03/firearms-and-other-weapons-modern-assembly/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignright" style="width: 220px"><a href="http://www.flickr.com/photos/joelogon/460767696/"><img class=" " src="http://farm1.staticflickr.com/167/460767696_b225085e1f.jpg" alt="" width="210" height="280" /></a><p class="wp-caption-text">DSCF1084 by joelogon</p></div>
<p>In our modern times, arrows and swords are often out of place, even impractical. The following modern weapons are written using the base rules presented for weapons in the core game.</p>
<p>They’re also balanced with the existing sword-and-sorcery weapons. This serves two key functions: First, you can easily swap a fantasy weapon for its modern equivalent; a baseball bat can use the same mechanics as a club, or a woodsman’s hatchet can be used as a hand axe. Secondly, both fantasy and modern weapons can be used in the same party, without any trouble.</p>
<p>There are a couple of key additions to help make modern weapons flow seamlessly with the core game.</p>
<p><strong>Ammunition:</strong> Each weapon group uses a different type of ammunition. 20 rounds of any one type costs 2 gp. Weapons that use magazines instead cost 1gp per magazine. Some weapons, like the assault rifle or semi-automatic pistol, may actually use more than one bullet when fired, but for ease of tracking, only one round gets used for each enemy targeted.</p>
<p><strong>Fuel:</strong> Chainsaws and flamethrowers also need to be loaded, but their ammunition is fuel. 1 pint of fuel is required every encounter and costs 1 gp.</p>
<p><strong>Load:</strong> Just like bows and crossbows, guns take time to load. However, guns typically hold more than one round. If a gun has the Magazine property, it uses the same rules as a repeating crossbow, with each magazine holding the number of rounds in parenthesis.</p>
<p>Other guns need rounds loaded individually, like shotguns and revolvers. Each round takes one action to load, with the total number that can be loaded in parenthesis after the load type.</p>
<p><strong>Grenades and the Grenade Launcher:</strong> Grenades use the same rules for the consumable Alchemist’s Fire, with each different level representing a different grade of explosion.</p>
<p>The grenade launcher is a special weapon, used to direct grenades and launch them greater distances. The grenade launcher uses a grenade as ammo, with the grenade’s damage determining the weapon’s base damage. However, a grenade launcher can be used with any ranged attack power instead of the grenade’s item power.<strong><strong><br />
</strong></strong></p>
<div dir="ltr">
<table>
<colgroup>
<col width="117" />
<col width="43" />
<col width="63" />
<col width="60" />
<col width="47" />
<col width="56" />
<col width="77" />
<col width="161" /></colgroup>
<tbody>
<tr>
<td>Simple Melee</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>One-Handed</td>
<td>Prof.</td>
<td>Damage</td>
<td>Range</td>
<td>Price</td>
<td>Weight</td>
<td>Group</td>
<td>Properties</td>
</tr>
<tr>
<td>Brass Knuckles</td>
<td>+2</td>
<td>1d6</td>
<td>-</td>
<td>5 gp</td>
<td>1 lb.</td>
<td>Unarmed</td>
<td>Off-hand</td>
</tr>
<tr>
<td>Superior Melee</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Two-Handed</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Chainsaw</td>
<td>+2</td>
<td>2d6</td>
<td>-</td>
<td>10 gp</td>
<td>20 lbs.</td>
<td>Heavy Blade</td>
<td>High Crit</td>
</tr>
<tr>
<td>Simple Ranged</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>One-Handed</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Grenade</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>As Alchemist&#8217;s Fire</td>
</tr>
<tr>
<td>Two-Handed</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Double Barrel Shotgun</td>
<td>+1</td>
<td>2d4</td>
<td>5/10</td>
<td>25 gp</td>
<td>11 lbs.</td>
<td>Shotgun</td>
<td>Load Minor (2)</td>
</tr>
<tr>
<td>Pump Action Shotgun</td>
<td>+1</td>
<td>1d8</td>
<td>5/10</td>
<td>35 gp</td>
<td>8 lbs.</td>
<td>Shotgun</td>
<td>Brutal [1], Load Move (6)</td>
</tr>
<tr>
<td>Military Ranged</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>One-Handed</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Light Pistol</td>
<td>+2</td>
<td>1d6</td>
<td>15/30</td>
<td>30 gp</td>
<td>4 lbs.</td>
<td>Pistol</td>
<td>High Crit, Off-hand, Load Free, Magazine 6</td>
</tr>
<tr>
<td>Revolver</td>
<td>+2</td>
<td>1d8</td>
<td>10/20</td>
<td>25 gp</td>
<td>4 lbs.</td>
<td>Pistol</td>
<td>High Crit, Load Move (6)</td>
</tr>
<tr>
<td>Semi-Automatic Pistol</td>
<td>+1</td>
<td>2d6</td>
<td>15/30</td>
<td>40 gp</td>
<td>3 lbs.</td>
<td>Pistol</td>
<td>Load Free, Magazine 6</td>
</tr>
<tr>
<td>Two-Handed</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Light Rifle</td>
<td>+2</td>
<td>1d8</td>
<td>20/40</td>
<td>25 gp</td>
<td>8 lbs.</td>
<td>Rifle</td>
<td>High Crit, Load Free, Magazine 5</td>
</tr>
<tr>
<td>Heavy Rifle</td>
<td>+1</td>
<td>1d10</td>
<td>15/30</td>
<td>35 gp</td>
<td>25 lbs.</td>
<td>Rifle</td>
<td>Brutal [2], Load Free, Magazine 10</td>
</tr>
<tr>
<td>Superior Ranged</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Two-Handed</td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td>Assault Rifle</td>
<td>+1</td>
<td>2d8</td>
<td>10/20</td>
<td>50 gp</td>
<td>10 lbs.</td>
<td>Machine Gun</td>
<td>Brutal [2], Load Free (10)</td>
</tr>
<tr>
<td>Flamethrower</td>
<td>+2</td>
<td>2d8 Fire</td>
<td>5/10</td>
<td>60 gp</td>
<td>15 lbs.</td>
<td>Special</td>
<td>Brutal [1]</td>
</tr>
<tr>
<td>Sniper Rifle</td>
<td>+3</td>
<td>1d10</td>
<td>40/80</td>
<td>35 gp</td>
<td>11 lbs.</td>
<td>Rifle</td>
<td>High Crit, Load Minor (1)</td>
</tr>
<tr>
<td>Grenade Launcher</td>
<td>+2</td>
<td>See Notes</td>
<td>15/30</td>
<td>360 gp</td>
<td>20 lbs</td>
<td>Special</td>
<td>Special</td>
</tr>
</tbody>
</table>
</div>
]]></content:encoded>
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		<item>
		<title>Faceman Theme &#8211; Modern Assembly</title>
		<link>http://blogs.gamerassembly.net/2012/03/faceman-theme-modern-assembly/</link>
		<comments>http://blogs.gamerassembly.net/2012/03/faceman-theme-modern-assembly/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 02:00:48 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[D&D 4E]]></category>
		<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=533</guid>
		<description><![CDATA[Me? I’m a nightclub singer. . . and a security guard. . . and a local politician. Don’t believe me? Just give me a few seconds to convince you. A diplomatic leader who strives towards bi-partisan laws, or regularly entreats &#8230; <a href="http://blogs.gamerassembly.net/2012/03/faceman-theme-modern-assembly/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>Me? I’m a nightclub singer. . . and a security guard. . . and a local politician. Don’t believe me? Just give me a few seconds to convince you.</em></p>
<div id="attachment_534" class="wp-caption alignright" style="width: 207px"><a href="http://www.flickr.com/photos/anitaclaven/6979753351/sizes/z/in/photostream/"><img class="size-full wp-image-534" title="Lust" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/03/6979753351_b1bda359f9_m.jpeg" alt="" width="197" height="240" /></a><p class="wp-caption-text">Lust - CLose up by Anita Claven</p></div>
<p>A diplomatic leader who strives towards bi-partisan laws, or regularly entreats with foreign dignitaries. A charismatic rogue who smiles at you just so to keep you off balance, before he shoots you. The faceman represents the type of hero that can talk their way through anything.</p>
<p>Whether you’re a well trained agent or you just have natural charm, you’re party depends on you to speak for the group, negotiate in tense situations, and sometimes even infiltrate the enemies ranks.</p>
<p>Examples include James Bond, Templeton “Face” Peck, and Elizabeth Lochley.<br />
<strong><strong><br />
Starting Feature</strong></strong></p>
<p>Most people feint with their weapons. A false thrust can cause an enemy to dodge one way and open themselves to your real attack. You know how to feint using your body as weapon. A seductive wink, a change in posture, or a sly word can make your target let down their guard and make your blow land all the easier.<strong><strong><br />
</strong></strong></p>
<p dir="ltr">Benefit: When making a Bluff check to gain combat advantage, the target may be within a close burst 5, as long as you have line of sight.</p>
<p><strong><strong><br />
Additional Features</strong></strong></p>
<p>Level 5 Feature<br />
All the world’s a lie and you’re its top player. You know the sweetest words, the meaning of body language and all the master tricks.<strong><strong><br />
</strong></strong></p>
<p dir="ltr">Benefit: You gain a +2 bonus to Bluff and Insight.</p>
<p><strong id="internal-source-marker_0.5021516743581742"><br />
Level 10 Feature<br />
</strong>Facemen are often called into situations where they need to know an answer, whether it’s their specialty or not. Those with the skill and experience develop an ability to produce an answer so convincing it actually works. This ability to wing it is often the difference between a crucial success or failure.<br />
Benefit: Once per day, you may make a Bluff check with a +2 bonus in place of an Arcana, Dungeoneering, Mechanics, Nature, Science, Streetwise, or Religion check.<br />
<strong id="internal-source-marker_0.5021516743581742"><br />
Optional Powers</strong></p>
<p>Level 2 Utility Power<br />
Just as you can use your charisma to open up an opponents defenses, you’ve learned how to throw your opponent off balance when they attack. When it seems like you’re about to be taken down a notch, you slow them down with the power of your being.</p>
<p>Innocence Maneuver Faceman Utility 2<br />
As they blade arcs toward you, a sudden flash of surprise or concern crosses your face, forcing your attackers aim purposefully away.<br />
Encounter * Martial<br />
Immediate Interrupt Personal<br />
Trigger: Your AC is targeted by an attack<br />
Effect: The attack instead targets your Will defence.<strong id="internal-source-marker_0.5021516743581742"></strong></p>
<p>Level 6 Utility Power<br />
When things are getting hot and all guns are blazing ,you need to get where you’re skills are best, even if that’s the heck out of here. You make yourself seem small and less imposing so that no one gives you a second thought as you pass by.</p>
<p>Nothing to See Here Faceman Utility 6<strong id="internal-source-marker_0.5021516743581742"><br />
</strong>In the chaos of battle you quickly pass through the ranks of friend and foe.<br />
Daily * Martial<br />
Move Action Personal<br />
Effect: You move up to your speed. You do not provoke Opportunity Attacks when moving out a threatened square for this movement.<strong id="internal-source-marker_0.5021516743581742"></strong></p>
<p>Level 10 Utility Power<br />
When people are at their weakest you are at your best. Whether working with a partner or solo, you know how take a confused opponent and knock the world out from under them.</p>
<p>Staggering Finish Faceman Utility 10<br />
With a shove or a demoralizing look you send your confused foe staggering backwards and onto his ass.<br />
Encounter * Martial<br />
Free Action Melee 1<br />
Trigger: An adjacent enemy becomes Dazed or Stunned<br />
Target: The triggering enemy<br />
Effect: You push the enemy back 3 and knock it prone.</p>
]]></content:encoded>
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		<item>
		<title>Modern Assembly: Mundane Items</title>
		<link>http://blogs.gamerassembly.net/2012/03/modern-assembly-mundane-items/</link>
		<comments>http://blogs.gamerassembly.net/2012/03/modern-assembly-mundane-items/#comments</comments>
		<pubDate>Thu, 15 Mar 2012 09:00:56 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[D&D 4E]]></category>
		<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=500</guid>
		<description><![CDATA[Your Modern Assembly heroes likely have access to some modern equipment, even if they’re not in in a fully modern setting. The table below includes the most common modern items likely to be carried as personal equipment. Remember, if the &#8230; <a href="http://blogs.gamerassembly.net/2012/03/modern-assembly-mundane-items/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Your Modern Assembly heroes likely have access to some modern equipment, even if they’re not in in a fully modern setting. The table below includes the most common modern items likely to be carried as personal equipment. Remember, if the hero has these things in their home, but they’re not likely to carry them to encounters that’s an Asset and should not be purchased from Cash.</p>
<p>Some common modern items have been intentionally left off the list. In the interest of only adding what is needed to the existing core material, items that are very similar to existing items should be treated the same. For example a briefcase can be treated as a backpack, a set of handcuffs can be treated as manacles and a flashlight is roughly equivalent to a hooded lantern (just swap batteries in place of oil).</p>
<p>Any item needing batteries or a filter to operate have one use included in its purchase price.<strong><strong><br />
</strong></strong></p>
<div dir="ltr">
<table>
<colgroup>
<col width="156" />
<col width="68" />
<col width="58" />
<col width="342" /></colgroup>
<tbody>
<tr>
<td>Item</td>
<td>Price</td>
<td>Weight</td>
<td>Description</td>
</tr>
<tr>
<td>Audio Recorder</td>
<td>10</td>
<td>1 lb.</td>
<td>Picks up sound within ten feet. Can record up to 8 hours. Batteries last 24 hours.</td>
</tr>
<tr>
<td>Batteries, Common</td>
<td>2 gp</td>
<td>.5 lb.</td>
<td>Batteries for small portable devices.</td>
</tr>
<tr>
<td>Batteries, Specialized</td>
<td>75 gp</td>
<td>.5 lb.</td>
<td>Batteries for larger devices like laptops or Cellular Interceptor.</td>
</tr>
<tr>
<td>Binoculars, Standard</td>
<td>15 gp</td>
<td>2 lb.</td>
<td>You negate the penalty to Perception checks made to spot something over 10 squares away.</td>
</tr>
<tr>
<td>Binoculars, Advanced</td>
<td>520 gp</td>
<td>3 lb.</td>
<td>As standard binoculars but also displays the distance of an object digitally and act as night vision goggles.</td>
</tr>
<tr>
<td>Bolt Cutter</td>
<td>4 gp</td>
<td>5 lb.</td>
<td>Provides a +5 item bonus Strength checks made to break chains or locks.</td>
</tr>
<tr>
<td>Camera, Digital</td>
<td>50 gp</td>
<td>.5 lb.</td>
<td>Standard common amateur camera. Battery or outlet charged for 30 minutes every 8 hours.</td>
</tr>
<tr>
<td>Camera, Professional</td>
<td>360 gp</td>
<td>2 lb.</td>
<td>Multiple Lenses for high quality photos. Can double as telescope. Battery or outlet charged for 30 minutes every 8 hours.</td>
</tr>
<tr>
<td>Cellular Interceptor</td>
<td>840 gp</td>
<td>1 lb.</td>
<td>Can intercept cell phone calls within 5 miles with a successful Science check. Battery lasts for 10 hours, and is charged in 1 hour.</td>
</tr>
<tr>
<td>Demolitions Kit</td>
<td>25 gp</td>
<td>5 lb.</td>
<td>Provides a +2 item bonus to Thievery Checks made to set or disarm explosives.</td>
</tr>
<tr>
<td>Duct Tape (120 ft)</td>
<td>5 gp</td>
<td>1 lb.</td>
<td>Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Easily teared and applied. Character bound by Duct Tape must succeed on a DC 22 Strength or Acrobatics check to escape.</td>
</tr>
<tr>
<td>Electricians Kit</td>
<td>30 gp</td>
<td>12 lb.</td>
<td>Provides a +2 item bonus to Mechanics Checks made to repair a computer or small electronic device.</td>
</tr>
<tr>
<td>Gas Mask</td>
<td>360 gp</td>
<td>5 lb.</td>
<td>Protects the eyes and lungs from toxic gas. Can be used up to 12 hours before a filter is replaced.</td>
</tr>
<tr>
<td>Gas Mask Filter</td>
<td>40 gp</td>
<td>1 lb.</td>
<td>Canister used to filter air in a gas mask.</td>
</tr>
<tr>
<td>Laptop</td>
<td>680 gp</td>
<td>3 lb.</td>
<td>Portable Computer. Needs local wireless or Ethernet for Internet access. Battery lasts 4 hours and is outlet charged in 1 hour.</td>
</tr>
<tr>
<td>Lighter</td>
<td>1 gp</td>
<td>-</td>
<td>Instant fire, up to 3,000 times.</td>
</tr>
<tr>
<td>Mechanics Tools</td>
<td>50 gp</td>
<td>20 lb.</td>
<td>Provides a +2 item bonus to Mechanics Checks made to repair a car or large mechanical device.</td>
</tr>
<tr>
<td>Metal Detector</td>
<td>150 gp</td>
<td>2 lb.</td>
<td>Device that grants a +10 item bonus to Perception checks used to locate metal creatures or items.</td>
</tr>
<tr>
<td>Night Vision Goggles</td>
<td>360 gp</td>
<td>3 lb.</td>
<td>Grants darkvision 20, but imposes a -4 to Perception checks due to poor clarity.</td>
</tr>
<tr>
<td>Phone, Basic Cell</td>
<td>15 gp</td>
<td>-</td>
<td>Common digital phone, that works in any area with cellular service. Needs to be outlet charged for 1 hour every 2 days.</td>
</tr>
<tr>
<td>Phone, Smart</td>
<td>360 gp</td>
<td>.5 lb.</td>
<td>Phone with digital camera, GPS, and Internet. Can be used to connect Internet to laptop without local wireless. Needs to be outlet charged for 1 hour every 6 hours.</td>
</tr>
<tr>
<td>Science Kit</td>
<td>40 gp</td>
<td>6 lb.</td>
<td>Provides a +2 item bonus to Science Checks made to analyse objects.</td>
</tr>
<tr>
<td>Telephone Tap</td>
<td>50 gp</td>
<td>.5 lb.</td>
<td>Taps either into the line (usually in an adjacent room or outside the building) or is placed into the receiver and broadcast to a Walkie-Talkie frequency. Requires a Mechanics check to place.</td>
</tr>
<tr>
<td>Video Camera</td>
<td>100 gp</td>
<td>1 lb</td>
<td>Can record up to 5 hours of video and audio. Batteries last up to 12 hours.</td>
</tr>
<tr>
<td>Walkie-Talkie</td>
<td>360 gp</td>
<td>1 lb.</td>
<td>Allows direct communication on thousands of unique frequencies, up to a range of 15 miles. Needs to be outlet charged for 1 hour every 6 hours.</td>
</tr>
</tbody>
</table>
</div>
]]></content:encoded>
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		<title>A Warlock With a Gun: Re-skinning Basic D&amp;D 4E Classes for Modern Games</title>
		<link>http://blogs.gamerassembly.net/2012/03/a-warlock-with-a-gun-re-skinning-basic-dd-4e-classes-for-modern-games/</link>
		<comments>http://blogs.gamerassembly.net/2012/03/a-warlock-with-a-gun-re-skinning-basic-dd-4e-classes-for-modern-games/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 14:00:16 +0000</pubDate>
		<dc:creator>Brent Newhall</dc:creator>
				<category><![CDATA[D&D 4E]]></category>
		<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=449</guid>
		<description><![CDATA[As part of &#8220;Modern Assembly,&#8221; we&#8217;re tackling the idea of applying Dungeons &#38; Dragons 4E to modern times. We&#8217;re providing you with plenty of material. But can it be done more directly? Can you just re-flavor D&#38;D 4E with a &#8230; <a href="http://blogs.gamerassembly.net/2012/03/a-warlock-with-a-gun-re-skinning-basic-dd-4e-classes-for-modern-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>As part of &#8220;Modern Assembly,&#8221; we&#8217;re tackling the idea of applying Dungeons &amp; Dragons 4E to modern times. We&#8217;re providing you with plenty of material.</p>
<div id="attachment_513" class="wp-caption alignright" style="width: 310px"><a href="http://blogs.gamerassembly.net/wp-content/uploads/2012/02/5649525110_54cbff959f_b.jpeg"><img class="size-medium wp-image-513" title="'Take a shot' by soldiersmediacenter on Flickr" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/02/5649525110_54cbff959f_b-300x199.jpg" alt="'Take a shot' by soldiersmediacenter on Flickr" width="300" height="199" /></a><p class="wp-caption-text">&#39;Take a shot&#39; by soldiersmediacenter on Flickr</p></div>
<p>But can it be done more directly? Can you just re-flavor D&amp;D 4E with a modern twist?</p>
<p>Let&#8217;s try.</p>
<p>This article will analyze at each character class that&#8217;s in the iconic first D&amp;D 4E Player&#8217;s Handbook, and see how it can be re-flavored as a modern profession.</p>
<h4>The Overall Approach</h4>
<p>How do we re-skin bows and magic blasts for the real world? Basically, we replace them with modern weapons. A bow is a hand gun, and a magical blast is a shotgun.</p>
<p>How do we handle healing? We approach Hit Points as abstract representations of exhaustion, counting down towards a disabling blow at 0 HP. Temporary Hit Points represent the character getting amped up, dodging a blow or steeling himself against an enemy&#8217;s attacks.</p>
<p>How about typed damage? Much of it can be kept exactly as-is; flamethrowers and Molotov cocktails will deal fire damage and stun guns will deal lightning damage. Some damage types are less frequent&#8211;you probably won&#8217;t see much cold damage&#8211;but you can always add <em>Gamma World</em> damage types like laser, radiation, and sonic damage. Unfortunately, the modern world just doesn&#8217;t have much typed damage.</p>
<p>There. Now let&#8217;s look at each class.</p>
<h4>Cleric</h4>
<p>We&#8217;re starting off with the toughest concept in the modern world: a divine battle leader who heals his allies with symbols and prayers.</p>
<p>The cleric&#8217;s attacks tends towards ranged powers and burst effects. So, we&#8217;ll give the cleric a ranged weapon, and focus on the battle leader element. So:</p>
<p>The <strong>Commander</strong> is an inspiring leader, whose troops always seem a little luckier and stronger than others. A Commander&#8217;s troops always come out a little header of others, instinctively dodging attacks and finding just the right cover.</p>
<p>So, what would <em>Lance of Faith</em> look like for a Commander?</p>
<p><strong>Guiding Shot</strong> Commander Attack 1<br />
<em>You pop off an amazing shot, at your foe, clearly marking your target for your ally&#8217;s attack.</em><br />
<strong>At-Will · Implement</strong><br />
<strong> Standard Action</strong>   <strong>Ranged</strong> 5<br />
<strong>Target</strong> One creature<br />
<strong>Attack</strong> Wisdom vs. Reflex<br />
<strong>Hit</strong> 1d8 + Wisdom modifier damage<br />
<strong>Effect</strong> One ally you can see gains a +2 power bonus to his or her next attack roll against the target.</p>
<h4>Fighter</h4>
<p>The fighter provides us with an interesting challenge: melee attacks. How do we justify hand-to-hand combat in the modern world of ranged weaponry?</p>
<p>The fighter must specialize, and be particularly adroit at hand-to-hand combat.</p>
<p>Most <strong>Brutes</strong> sport fists the size of hams and physiques to shame Arnold Schwarzenegger. They know how to use guns, but are just better at hand-to-hand altercations. Brutes prefer garrotes, silent knives, and the simple pleasure of slamming a head into a wall.</p>
<p>As such, Brutes typically carry several &#8220;melee&#8221; weapons, from garrotes to knives, and always have them ready.</p>
<p>Let&#8217;s re-skin <em>Tide of Iron</em>:</p>
<p><strong>Brute Slam</strong> Brute Attack 1<br />
<em>After swinging a huge fist at your target, you slam into your foe with the force of a freight train.</em><br />
<strong>At-Will · Martial, Weapon</strong><br />
<strong>Standard Action   Melee</strong> weapon<br />
<strong>Target</strong> One creature<br />
<strong>Attack</strong> Strength vs. AC<br />
<strong>Hit</strong> 1[W] + Strength modifier damage<br />
<strong>Effect</strong> You push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.</p>
<h4>Paladin</h4>
<p>Paladins focus their attacks on individual enemies, but favor melee powers. We&#8217;ll switch it around a bit. So, we&#8217;ll use a name already used for an existing D&amp;D class, but it&#8217;s the best that fits.</p>
<div id="attachment_514" class="wp-caption alignright" style="width: 210px"><a href="http://blogs.gamerassembly.net/wp-content/uploads/2012/02/3870141607_336db9c93f_b.jpeg"><img class="size-medium wp-image-514" title="'Feeling lucky...punk?' by udvranto_pothik on Flickr" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/02/3870141607_336db9c93f_b-200x300.jpg" alt="'Feeling lucky...punk?' by udvranto_pothik on Flickr" width="200" height="300" /></a><p class="wp-caption-text">&#39;Feeling lucky...punk?&#39; by udvranto_pothik on Flickr</p></div>
<p>The <strong>Assassin</strong> focuses all of his or her attention on a single quarry. The assassin must confirm the kill&#8211;it&#8217;s a matter of pride&#8211;and so prefers close-quarter combat with a single enemy. The Assassin&#8217;s powers provide ways to make these attacks more effective.</p>
<p>An Assassin is not necessarily evil; she may be a member of an elite fighting force, destroying corrupt governments one politician at a time.</p>
<p><strong>Knowing Your Enemy</strong> Assassin Attack 1<br />
<em>As you bring your weapont to bear, you smile. All those enemies have merely increased the pool of your knowledge.</em><br />
<strong>At-Will · Martial, Weapon</strong><br />
<strong>Standard Action   Melee</strong> weapon<br />
<strong>Target</strong> One creature<br />
<strong>Attack</strong> Strength + 1 per enemy adjacent to you vs. AC<br />
<strong>Hit</strong> 1[W] + Strength modifier damage</p>
<h4>Ranger</h4>
<p>The Ranger can stay completely untouched. Just switch out the bows for guns and you&#8217;re fine.</p>
<p><strong>Double Tap</strong> Ranger Attack 1<br />
<em>You squeeze off two rounds in rapid succession at your enemy.</em><br />
<strong>At-Will · Martial, Weapon</strong><br />
<strong>Requirement</strong> You must be wielding two melee weapons or a ranged weapon.<br />
<strong>Standard Action   Melee</strong> or <strong>Ranged</strong> weapon<br />
<strong>Target</strong> One or two creatures<br />
<strong>Attack</strong> Strength vs. AC (melee) or Dexterity vs. AC (ranged); two attacks<br />
<strong>Hit</strong> 1[W] damage per attack</p>
<h4>Rogue</h4>
<p>The rogue, too can remain untouched. We barely even need to re-skin it, and I&#8217;ll leave the example for the reader.</p>
<h4>Warlock</h4>
<p>Okay. We&#8217;ve hand-waved away the paladin&#8217;s magic. Can&#8217;t do that with the warlock.</p>
<p>How do we deal with magic? By completely ignoring it.</p>
<p>A warlock is a guy with a gun&#8211;but a guy who&#8217;s <em>very</em> good at using it.</p>
<p>The <strong>Motherf#$&amp;er<strong> fights with passion. He doesn&#8217;t just calmly stand there and shoot; he screams and unloads his clip at his foe, determined to take him <em>down</em>.</strong></strong></p>
<p><strong>Burning Wound</strong> Warlock Attack 1<br />
<em>Your bullets lodge deep and painfully.</em><br />
<strong>At-Will · Fire, Implement</strong><br />
<strong>Standard Action   Ranged</strong> 10<br />
<strong>Target</strong> One creature<br />
<strong>Attack</strong> Constitution vs. Reflex<br />
<strong>Hit</strong> 1d6 + Constitution modifier fire damage.<br />
<strong>Special</strong> If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage.</p>
<h4>Warlord</h4>
<p>We must explain the Warlord&#8217;s preference for melee combat. Our Warlord is a tactician, and directs the battle from the front lines. He&#8217;s also an effective fighter, but he needs to be in the thick of things to be able to direct his allies. So, he wades into battle and fires a revolver at point-blank range.</p>
<p>Other than that, the warlord is unchanged.</p>
<h4>Wizard</h4>
<p>For wizards, we take a similar approach to the one we took with warlocks. The one twist, of course, is the wizard&#8217;s preference for bursts and blasts.</p>
<p>The <strong>Rageaholic</strong> wields rapid-fire and scatter-shot guns like shotguns, machine guns, and the occasional rocket-propelled grenade. So, let&#8217;s look at a re-skinned <em>Magic Missile</em>:</p>
<p><strong>Unerring Shot</strong> Wizard Attack 1<br />
<em>Your attack always aims true.</em><br />
<strong>At-Will · Implement</strong><br />
<strong>Standard Action   Ranged</strong> 20<br />
<strong>Target</strong> One creature<br />
<strong>Hit</strong> 2d4 + Intelligence modifier damage.<br />
<strong>Special</strong> This power counts as a ranged basic attack.</p>
<p>I hope this gives you a starting point for running modern adventures in D&amp;D 4E. How would you approach it?</p>
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		<title>Wealth: Cash and Assets in Modern Assembly</title>
		<link>http://blogs.gamerassembly.net/2012/03/wealth-cash-and-assets-in-modern-assembly/</link>
		<comments>http://blogs.gamerassembly.net/2012/03/wealth-cash-and-assets-in-modern-assembly/#comments</comments>
		<pubDate>Thu, 01 Mar 2012 09:00:11 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[D&D 4E]]></category>
		<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=484</guid>
		<description><![CDATA[Modern Assembly supports many different worlds. In a game where modern characters don’t have access to a typical modern society, such as a post apocalyptic game or one where modern heroes are transported to a fantasy world, most of a &#8230; <a href="http://blogs.gamerassembly.net/2012/03/wealth-cash-and-assets-in-modern-assembly/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignright" style="width: 243px"><a href="http://www.flickr.com/photos/ajtx0/3612550803/"><img class=" " title="Wealth" src="http://farm4.staticflickr.com/3350/3612550803_fdac4ab844.jpg" alt="" width="233" height="350" /></a><p class="wp-caption-text">Wealth by alexjtam</p></div>
<p>Modern Assembly supports many different worlds. In a game where modern characters don’t have access to a typical modern society, such as a post apocalyptic game or one where modern heroes are transported to a fantasy world, most of a character’s treasure goes into purchasing and upgrading their equipment. In these games you can treat wealth the same as you would in a typical fantasy game.</p>
<p>However if the game has a modern setting it becomes important to make a distinction between the wealth used in combat and the wealth used in story telling. You do not want a character to drag down regular encounter because they spent their treasure on a new apartment instead of an upgraded weapon. Modern Assembly separates these two types of treasure into Cash and Assets.</p>
<p><strong>Cash</strong> Anything that you might find on a typical treasure table falls under cash. This includes starting equipment, combat gear and consumable items. It also includes any actual cash or liquid assets that could be used to purchase personal gear. We measure cash in gold pieces to keep things comparable to the base system. You should feel free to change this to a modern currency, just keep in mind that this is merely a representative system. Prices are balanced to keep mechanical balance, not to match realistic current day prices.</p>
<p>We also recommend using inherent bonuses, instead of bonus enhancements found on weapon, armor and neck items. That way a player using modern equipment will scale with fantasy characters without upgrading to brand new equipment every few levels. They can still get their equipment enchanted if your setting has magic, but it should be with alternate effects, instead of the typical +1 bonus.</p>
<p><strong>Assets</strong> Anything that your character can acquire given a little time, that does not come into play in the average combat, is an asset. These can be physical objects, such as a car or a home, or more abstract rewards, like a seat on a board of directors, or being able to bribe your way into an affluent club. Think of these as story rewards more than typical treasure.</p>
<p>If an asset logically comes into play during an encounter then the DM may give out a bonus for having that asset. These are parts of your story and players should be rewarded for using the world creatively. If these assets come into play in more than one encounter a session, they should be reworked as part of the characters equipment, purchased from their cash, and not be considered an asset.</p>
<p>The recommended bonus for these effect is +2. In some circumstances assets are logically more useful, due to their quality, and can receive a bonus based on their distance from common. So for example if an common character uses their jeep as cover, they get a +2 bonus to their defenses, and so would a wealthy character using their corvette as cover. However, if an common character is trying to get a bonus to their knowledge roll by using the local library, and a wealthy character has a private library devoted to the subject at hand, the DM may grant the wealthy character a +4 bonus to the roll (+2 for common, +1 each for the two asset levels above common). This bonus is subject to the DM’s discretion.</p>
<p>There are four asset grades available to level 1 characters. All characters start as common but can gain a different asset grade through feats, backgrounds, or as rewards given out by the DM when the story permits.</p>
<p><span style="text-decoration: underline;">Common</span>: This is roughly where most of an average society fits. You likely have a full time job to provide you with income. You have shelter, whether its a small apartment, a room in your parents house or a modest home with a mortgage. You have a means of transportation in your immediate area, but its nothing flashy.</p>
<p><span style="text-decoration: underline;">Comfortable</span>: Your job requires a certain amount of skill, experience of education that puts you above average. You earn more money but probably work just as much as someone with common assets. You likely have a spacious apartment or your own home. You almost certainly own a car that’s equal to new in quality, and might include more luxurious options such as a powerful engine, or leather seats. It’s easier for you to find money for plane tickets, hotel rooms and other luxuries than it is for an common person. Players can select this asset grade at level 1 by taking the <em>Comfortable Lifestyle</em> background</p>
<p><span style="text-decoration: underline;">Wealthy</span>: Handling money is second nature to you. Your assets are big enough that they practically handle themselves. Whether your living off interest, your parents, or the profits from your company, you only go into work if you want to. You own multiple luxury cars, and may own, or can easily get the use of other modes transportation, such as a boat or small plane. Money comes with privilege, and it’s easier for you to get an audience with other key individuals. It also has its drawbacks. More people are aware of you and may seek you out or target you. It’s much harder for you blend into a crowd. Players can select this asset grade at level 1 by taking the<em> Comfortable Lifestyle</em> background, and the <em>Wealthy</em> feat.</p>
<p><span style="text-decoration: underline;">Poor</span>: You live below the poverty line. If you have an apartment it’s likely in a poor neighborhood. If you have your own car it may also be your home. You may be working multiple low income jobs, or out of work and on the street. It’s much easier for you to go unnoticed or go completely off the grid. You’re used to living off of very little and are able to survive in harsh situations. You understand the importance of trade and know where you can sell things quickly and quietly. Players can select this asset grade at level 1 by taking the <em>Poor Lifestyle</em> background.</p>
<div class="wp-caption alignright" style="width: 170px"><a href="http://www.flickr.com/photos/yoodz/3856241160/in/photostream/"><img src="http://farm3.staticflickr.com/2501/3856241160_6704106729_m.jpg" alt="" width="160" height="240" /></a><p class="wp-caption-text">Fountain of Wealth by yoodz</p></div>
<p><strong>Asset Grade as Story</strong> Once play has moved past the starting level, character’s asset grade may change as part of the story. Characters of higher levels may gain access to even higher levels of wealth in this way. These levels are limited by tier so that only characters of Paragon and higher can become Rich, and those of Epic and higher may be Unreasonably Rich. It’s possible for a character to achieve such wealth before these levels, but they do not have the experience needed to take the advantages of such wealth. Characters should not select asset based mechanics when leveling up.</p>
<p><span style="text-decoration: underline;">Rich</span>: You’re beyond wealthy, your rolling in it. You may be a pop superstar or the owner of one or two fortune 500 companies. You have your own plane, a mansion and more material goods than you can keep track of. You are constantly recognized in public and can buy your way into nearly any place or event.</p>
<p><span style="text-decoration: underline;">Unreasonably Rich</span>: You’ve achieved an asset grade that seems almost impossible. You fly from locations in a huge jet, that doubles as your luxury home. Maybe you own a whole city, and employ all it’s residents as your employees. Everyone knows who you are and they likely have very strong opinions about everything you do. You sway nations and command your own private army.</p>
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		<title>Modern Assembly: A 4e Hack</title>
		<link>http://blogs.gamerassembly.net/2012/02/modern-assembly-a-4e-hack/</link>
		<comments>http://blogs.gamerassembly.net/2012/02/modern-assembly-a-4e-hack/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 09:00:48 +0000</pubDate>
		<dc:creator>BrianLiberge</dc:creator>
				<category><![CDATA[Modern Assembly]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=461</guid>
		<description><![CDATA[I’ve wanted to work on a modern update of 4th Edition Dungeons and Dragons for a long time. It may seem counter intuitive at first glance. D&#38;D is not a modern game. Dungeons and Dragons celebrates medieval fantasy where the &#8230; <a href="http://blogs.gamerassembly.net/2012/02/modern-assembly-a-4e-hack/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_462" class="wp-caption alignright" style="width: 250px"><a href="http://www.flickr.com/photos/jefharris/215482553/"><img class="size-medium wp-image-462" title="215482553_b98038c338_o" src="http://blogs.gamerassembly.net/wp-content/uploads/2012/02/215482553_b98038c338_o-240x300.jpg" alt="" width="240" height="300" /></a><p class="wp-caption-text">Detective Shoot by Jef Harris</p></div>
<p>I’ve wanted to work on a modern update of 4th Edition Dungeons and Dragons for a long time. It may seem counter intuitive at first glance. D&amp;D is not a modern game. Dungeons and Dragons celebrates medieval fantasy where the most modern piece of technology is a trebuchet (if even that) and magic isn’t just a tale but is a real part of many people’s daily life. Seems like a strange place for guns and computers.</p>
<p>It turns out I’m not the only person who thinks this is a good idea, so the Gamer Assembly is joining me on this quest. We’re not the first to do this. Dave Chalker worked on the <a href="http://critical-hits.com/tag/4th-Power-Project/">4th Power Project</a> a couple of years ago. Casey Steven Ross wrote about his work updating d20 Modern for his home game over on <a href="http://dmg42.blogspot.com/2011/08/4e-modern-sorbet-introduction.html#more">DMG 42</a>. There was an even fuller project I found linked on <a href="http://www.enworld.org/forum/d-d-4th-edition-discussion/299038-d-d-4th-edition-modern.html">Enworld</a> as well, but as of this writing their forums are down.</p>
<p>So if so many people have done this before, why are we doing it again? Well, what’s come before just isn’t exactly what we want. I absolutely respect the work they’ve done, and they’ve given us a reference that makes our job a lot easier. They have updated d20 Modern so that it’s more in line with the feeling of 4e and its mechanics. We are not doing that. We’re giving 4e Modern options.</p>
<p>I love 4th Edition. It’s the game my players want to play. I just want guns and cars!</p>
<p>We are building an expansion to the current version of Dungeons &amp; Dragons. We want you to be able to play that new cleric build you’ve been looking at. We want your rogue to hack the Lich’s Defense Grid. We want you to be able to gun down a Dragon! Perhaps, most importantly, we want you to be able to do this while still playing the game you love.</p>
<p>Modern Assembly is being built with a few major goals in mind:</p>
<ol>
<li>Keep as much of the currently available 4e content as straight-out-of-the-box useful as possible.</li>
<li>Only create what needs to be created, with a focus on mechanics that are modular and/or easily incorporated.</li>
<li>Support as many variations of modern fantasy as possible.</li>
<li>Keep it fun and action focused.</li>
</ol>
<p>To that end, we are not designing any new races or classes. Most Modern Fantasy games are already human centric. Any additional races needed will be very dependent on the setting that you choose to play in. They may already exist, like the Vampires from Heroes of Shadow, or are likely easily skin-able (Warforged can easily replace most robots or cyborgs). Either way, new races would be better suited to a setting supplement and not this core set.</p>
<p>The current list of classes available in 4e is a long one. They run the gamut of power sources, ranges, and roles. Modern humans aren’t more powerful than capable of medieval humans, we’ve just have more knowledge and more stuff. We’ve broken the 4e mechanics slightly to accommodate this. Instead of writing new classes based around knowledge and equipment, we’re making new backgrounds and themes, that grant you the ability to take Modern Skills and Modern Equipment. So if you want to play a trained mercenary you could take the Ranger or Warlord Class with an Ex-Military Background. A nerdy librarian might be an Ardent, Bard or Rogue with the Scholar Theme.</p>
<p>This is an ongoing project, instead of a monthly theme like 3 Generations from the End. That means you’ll occasionally see posts on it, but you should still see other things churning through at the same time. There’s also no hard end date on the project, but a personal goal of mine is to be able to run a Play Test at PAXEast.</p>
<p>If you have any ideas, comments, or concerns please throw us a comment. We love to have feedback. Otherwise keep your eyes on this page for new Modern Assembly content coming soon.</p>
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		<title>The End Of The Beginning Of The End</title>
		<link>http://blogs.gamerassembly.net/2012/02/the-end-of-the-beginning-of-the-end/</link>
		<comments>http://blogs.gamerassembly.net/2012/02/the-end-of-the-beginning-of-the-end/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 02:52:26 +0000</pubDate>
		<dc:creator>T.W.Wombat</dc:creator>
				<category><![CDATA[The Beginning of the End]]></category>

		<guid isPermaLink="false">http://blogs.gamerassembly.net/?p=404</guid>
		<description><![CDATA[The last few hours of January 2012 tick away, and with it goes our monthly theme: The Beginning Of The End. We spent most of our efforts this month working on a post-apocalyptic mini-setting called 3GATE, and we didn&#8217;t produce &#8230; <a href="http://blogs.gamerassembly.net/2012/02/the-end-of-the-beginning-of-the-end/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>The last few hours of January 2012 tick away, and with it goes our monthly theme: The Beginning Of The End. We spent most of our efforts this month working on a post-apocalyptic mini-setting called <a href="http://blogs.gamerassembly.net/category/settings/3-generations-after-the-end/" target="_blank">3GATE</a>, and we didn&#8217;t produce much beyond that. I thought I&#8217;d sneak one more in under the wire.</p>
<p>Take a look at the theme: The Beginning Of The End. We have two concepts that we&#8217;re trying to mash together: The Beginning and The End. Worse than that, they actively oppose each other like the parts of any worthwhile oxymoron.</p>
<p>But bringing opposites together makes for a great story and a great game.</p>
<p>I remember reading somewhere that it takes one idea to make a book but two ideas to make a good book. This holds true for games as well. If you put all your effort into a single plotline, your players may end up bored with limited choices. If you have two plotlines that lead in different directions and your players invest in those choices, then you have the beginnings of doubt and tension which can help build some really cool in-game scenes.</p>
<p>Mashing ideas together has been on my mind since I edited the forthcoming module <a href="http://timelessadventures.com/2012/01/the-tribute-calling-for-play-testers/" target="_blank">The Tribute</a>. In it the PCs need to prioritize the rescue of captives and defeating a magical assault on the town, and hopefully have the time to do both or innocent NPCs get hurt. The choice of paths and the consequences of that choice came up as something the players loved in <a href="http://timelessadventures.com/2011/09/cause-and-effect-vs-timetable-in-adventures/" target="_blank">early playtests</a>.</p>
<p>The Tribute effectively contains two complete adventures running simultaneously &#8211; the PCs focus on one adventure and let the initial conditions of the other deteriorate. The players must choose between two ideas, and the tension of leaving the other path untrod shows through constant reminders to the characters, making them doubt their choice. That one device adds a delicious tension to the adventure. It&#8217;s a beautiful thing, and I highly recommend either <a href="http://timelessadventures.com/2012/01/the-tribute-calling-for-play-testers/" target="_blank">playtesting it</a> or picking up a copy when it&#8217;s available. Or both, if you&#8217;re so inclined.</p>
<p>What&#8217;s the point? Give your players juicy choices with consequences and generally you&#8217;ll have happier players. The best way to set up a juicy choice is to provide two conflicting ideas and let the players debate the best course of action in character. Better yet, give them several ideas with deadlines to worry about, as the title of this article suggests.</p>
<p>I&#8217;ve done this to great effect in past games. The next trick involves working out how to get your players to bite on the ideas you dangle in front of them, but that&#8217;s a post for a different day.</p>
<p>Now let&#8217;s all raise a glass to The End of The Beginning of The End.</p>
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