Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny! He-Who-Hits"
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Weapon, 2-hand Ranged | Weapon, 2-hand Ranged | ||
Power (Encounter, Physical, Standard Action, Area Burst 2 within 20, Each creature within burst) | Power (Encounter, Physical, Standard Action, Area Burst 2 within 20, Each creature within burst) | ||
− | Attack: + | + | Attack: Level + 6 vs. Fort |
− | Hit: 2d8+ | + | Hit: 2d8+Con mod+twice your level physical damage, and the target is knocked prone and immobilized (save ends). |
Miss: Half damage, and the target is slowed (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. | 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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+ | Thunder Grip (Area 52): Weapon: 1-hand ranged; Power: Encounter Sonic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Strength modifier + twice your level sonic damage. In addition, you knock the target prone, and the target is deafened (save ends).; Salvage 6: A 6th-level character can salvage the thunder grip. It becomes a heavy 1-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d10 sonic damage, and the target is deafened until the end of your next turn. | ||
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'''Alpha Mutations:''' | '''Alpha Mutations:''' | ||
− | + | Proboscis (Bio, Healing, Physical) Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied. Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends). | |
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Revision as of 10:11, 26 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: 32/16
Initiative: +4
Speed: 5
Defenses
AC: 18
Fortitude: 16
Reflex: 14
Will: 19
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/Psi/Psychic; Ranged 10, 1 creature; +7 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/Dark/Sonic; Close burst 1, all enemies in burst; +6 vs. Fortitude; 1d6+6 sonic damage and target is knocked prone)
Utility 1: Nothing to See Here (Encounter/Psi; Minor Action, Personal; Effect: You become invisible to all enemies until the end of your next turn or until you attack)
BASIC ATTACKS
Basic Melee: +8 vs. AC, 1d10+6 damage
Basic Ranged (5): +8 vs. AC, 1d10+6 damage
ABILITY SCORES
Str 16 (+3)
Con 10 (+0)
Dex 13 (+1)
Int 10 (+0)
Wis 15 (+2)
Cha 18 (+4)
SKILLS
Acrobatics +4
Athletics +10
Conspiracy* +7
Insight +5
Interaction +11
Mechanics +3
Nature +5
Perception +5
Science +3
Stealth +4
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, 1 radio cell phones, tent, webcam, digital picture frame
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: Level + 6 vs. Fort Hit: 2d8+Con mod+twice your level 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.
Thunder Grip (Area 52): Weapon: 1-hand ranged; Power: Encounter Sonic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Strength modifier + twice your level sonic damage. In addition, you knock the target prone, and the target is deafened (save ends).; Salvage 6: A 6th-level character can salvage the thunder grip. It becomes a heavy 1-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d10 sonic damage, and the target is deafened until the end of your next turn.
Alpha Mutations:
Proboscis (Bio, Healing, Physical) Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied. Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).