Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny! He-Who-Hits"
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Spy Comp (Xi): | Spy Comp (Xi): | ||
(Encounter, Minor Action)Gain +2 power bonus to Conspiracy checks until end of encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter. | (Encounter, Minor Action)Gain +2 power bonus to Conspiracy checks until end of encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter. | ||
+ | |||
+ | Grav Mortar (Area 52): | ||
+ | Weapon, 2-hand Ranged | ||
+ | Power (Encounter, Physical, Standard Action, Area Burst 2 within 20, Each creature within burst) | ||
+ | Attack: +8 vs. Fort | ||
+ | Hit: 2d8+4 physical damage, and the target is knocked prone and immobilized (save ends). | ||
+ | Miss: Half damage, and the target is slowed (save ends) | ||
+ | Salvage 8: An 8th-level character can salvage a Grav Mortar. It becomes a heavy 2-handed ranged (15) weapon: Str/Con, +2 accuracy, 3d8 physical damage, and you knock the target prone. | ||
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'''Alpha Mutations:''' | '''Alpha Mutations:''' | ||
− | + | Polar Aura (Bio, Cold) (Minor Action, Personal) | |
− | + | Effect: Until the end of your next turn, you gain resist 20 cold, and whenever a creature starts its turn within 2 squares of you, it takes 10 cold damage and is slowed until the end of its turn. Overcharge: When you use this power, you can roll a d20. 10+: The range of the effect is 3 squares instead of 2, and a creature takes 15 cold damage instead of 10. 9 or less: You freeze yourself and can’t move or attack until the end of your next turn. |
Revision as of 14:13, 21 January 2011
He-Who-Hits is a character played by Morvannon in Snarf's Gamma World Campaign Cuddlesaurus and the Jellybean of Destiny!
BASIC STATISTICS
HP/Blooded: 27/13
Initiative: +3
Speed: 5
Defenses
AC: 17
Fortitude: 15
Reflex: 13
Will: 18
TRAITS
Mind Coercer: Charisma; Psi;
- +2 to Psi overcharge.
- +4 bonus to Interaction checks
- +2 bonus to Will
- While you're conscious, you and each ally within 10 squares of you can mentally communicate with one another.
- Critical Bonus: When you score a critical hit, the attack does 1d10 extra damage, and you slide the target 3 squares.
Seismic: Strength; Dark;
- +2 to Dark overcharge
- +4 bonus to Athletics checks
- Resist 5 physical
- -1 penalty to speed
POWERS
Novice Primary: Mental Push (At-Will; Ranged 10, 1 creature; +6 vs. Will; 4 psychic damage and target makes a basic attack as a free action against a creature of your choice)
Novice Secondary: Seismic Stomp (At-Will; Close burst 1, all enemies in burst; +5 vs. Fortitude; 1d6+5 sonic damage and target is knocked prone)
BASIC ATTACKS
Basic Melee: +7 vs. AC, 1d10+5 damage
Basic Ranged (5): +7 vs. AC, 1d10+5 damage
ABILITY SCORES
Str 16 (+3)
Con 10 (+0)
Dex 13 (+1)
Int 10 (+0)
Wis 15 (+2)
Cha 18 (+4)
SKILLS
Acrobatics +3
Athletics +9
Conspiracy* +6
Insight +4
Interaction +10
Mechanics +2
Nature +4
Perception +4
Science +2
Stealth +3
GEAR
Armor: Light Armor & Shield (crystalline encrustations on skin and left arm)
Melee: Heavy 1-Handed Melee (stone club)
Ranged: Heavy 1-Handed Ranged (literally "throwing his fist")
Other: Explorer's Kit, pickup truck, 2 radio cell phones, tent, webcam, cordless drill
Omega Tech:
Spy Comp (Xi): (Encounter, Minor Action)Gain +2 power bonus to Conspiracy checks until end of encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter.
Grav Mortar (Area 52): Weapon, 2-hand Ranged Power (Encounter, Physical, Standard Action, Area Burst 2 within 20, Each creature within burst) Attack: +8 vs. Fort Hit: 2d8+4 physical damage, and the target is knocked prone and immobilized (save ends). Miss: Half damage, and the target is slowed (save ends) Salvage 8: An 8th-level character can salvage a Grav Mortar. It becomes a heavy 2-handed ranged (15) weapon: Str/Con, +2 accuracy, 3d8 physical damage, and you knock the target prone.
Alpha Mutations:
Polar Aura (Bio, Cold) (Minor Action, Personal) Effect: Until the end of your next turn, you gain resist 20 cold, and whenever a creature starts its turn within 2 squares of you, it takes 10 cold damage and is slowed until the end of its turn. Overcharge: When you use this power, you can roll a d20. 10+: The range of the effect is 3 squares instead of 2, and a creature takes 15 cold damage instead of 10. 9 or less: You freeze yourself and can’t move or attack until the end of your next turn.