Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny! He-Who-Hits"

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'''He-Who-Hits'''
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He-Who-Hits is a character played by Morvannon in Snarf's Gamma World Campaign [[Cuddlesaurus and the Jellybean of Destiny!]]
  
Mind Coercer/Seismic -- a humanoid form of "living stone", animated and held together by force of will. Prefers to communicate telepathically whenever possible.
 
  
TRAITS:
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== BASIC STATISTICS ==
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.
 
Seismic: Strength; Dark; +2 to dark overcharge; +4 bonus to Athletics checks; Resist 5 physical; -1 penalty to speed.
 
  
POWERS:
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'''HP/Blooded:''' 32/16
Novice Primary: Mental Push (Ranged 10, 1 creature) -- +5 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 (Close Burst 1, all creatures in burst) -- +4 vs. Fort -- 1d6+3 sonic damage and target is knocked prone
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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;
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 +
* +2 to Dark overcharge
 +
 
 +
* +4 bonus to Athletics checks
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 +
* Resist 5 physical
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 +
* -1 penalty to speed
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 +
== 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)
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 +
'''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)
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== BASIC ATTACKS ==
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'''Basic Melee:''' +8 vs. AC, 1d10+6 damage
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 +
'''Basic Ranged (5):''' +8 vs. AC, 1d10+6 damage
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 +
== ABILITY SCORES ==
  
ABILITY SCORES:
 
 
Str 16 (+3)
 
Str 16 (+3)
 +
 
Con 10 (+0)
 
Con 10 (+0)
 +
 
Dex 13 (+1)
 
Dex 13 (+1)
 +
 
Int 10 (+0)
 
Int 10 (+0)
 +
 
Wis 15 (+2)
 
Wis 15 (+2)
 +
 
Cha 18 (+4)
 
Cha 18 (+4)
 +
 +
 +
== SKILLS ==
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Acrobatics +4
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 +
Athletics  +10
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 +
Conspiracy* +7
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 +
Insight +5
 +
 +
Interaction +11
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 +
Mechanics +3
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Nature +5
 +
 +
Perception +5
  
SKILLS:
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Science +3
Acrobatics  +2
 
Athletics  +8
 
Conspiracy* +5
 
Insight    +3
 
Interaction +9
 
Mechanics  +1
 
Nature      +3
 
Perception  +3
 
Science    +1
 
Stealth    +2
 
  
GEAR:
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Stealth +4
Armor: Light armor & shield (crystalline encrustations on skin and left arm)
 
Melee: Heavy one-handed melee weapon (stone club)
 
Ranged: Heavy one-handed ranged weapon (literally "throwing his fist")
 
Other: Explorer's kit, pickup truck, 2 radio cell phones, tent, webcam, cordless drill
 
  
BASIC ATTACKS:
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== GEAR ==
Melee: +6 vs AC, 1d10+4 damage
 
Ranged (5): +6 vs AC, 1d10+4 damage
 
  
ALPHA MUTATION:
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'''Armor:''' Light Armor & Shield (crystalline encrustations on skin and left arm)
Healing Roots (Bio, Healing) (No Action, Personal)  
 
(Trigger: use a second wind or start turn unconscious) Gain hp equal to your bloodied value, immobilized and ignore forced movement until EONT.
 
  
OMEGA TECH:
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'''Melee:''' Heavy 1-Handed Melee (stone club)
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.
 
  
HP/Bloodied: 22/11
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'''Ranged:''' Heavy 1-Handed Ranged (literally "throwing his fist")
Speed: 5
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AC: 16
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'''Other:''' Explorer's Kit, pickup truck, 1 radio cell phones, tent, webcam, digital picture frame
Fortitude: 14
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Reflex: 12
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Will: 17
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'''Omega Tech:'''
Special Defenses: Resist 5 to physical damage
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Initiative: +2
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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.
 +
 
 +
Black Ray Gun (Area 52) Weapon, 1-hand Ranged<br>
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Power (Encounter, Necrotic, Standard Action, Ranged 10, One creature<br>
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Attack: Level + 6 vs. Will<br>
 +
Hit: 4d8+Wis mod+twice your level necrotic damage, and the target falls unconscious (save ends). The unconsciousness also ends if the target takes damage<br>
 +
Salvage 8: An 8th-level character can salvage a Black Ray Gun. It becomes a light 1-handed ranged (10) weapon: Dex/Int, +3 accuracy, targets Will, 2d8 necrotic damage, and ongoing 5 necrotic damage (save ends).
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 +
Thunder Grip (Area 52): Weapon: 1-hand ranged;<br>
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Power (Encounter, Sonic): Standard Action, Ranged 10; Target: One creature<br>
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Attack: Level + 6 vs. Reflex<br>
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Hit: 3d8 + Strength modifier + twice your level sonic damage. In addition, you knock the target prone, and the target is deafened (save ends).<br>
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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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Vibro Sword (Xi): Weapon: 1-handed melee<br>
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Power (Encounter, Physical): Standard Action, Melee 1; Target: One or two creatures<br>
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Attack: Level + 8 vs. AC<br>
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Hit: 3d8 + Strength Modifier + your level physical damage, and ongoing 5 physical damage (save ends).<br>
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Salvage 3: A 3rd-level character can salvage the vibro sword. It becomes a heavy 1-handed melee weapon: Str/Con; +2 accuracy; 1d8 damage, and ongoing 5 physical damage (save ends).
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 +
'''Alpha Mutations:'''
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Kinetic Absorption (Dark, Healing) Immediate Interrupt, Personal<br>
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Trigger: You take physical damage<br>
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Effect: Instead of taking the triggering damage, you regain hit points equal to the triggering damage.<br>
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Overcharge: 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).

Latest revision as of 13:21, 11 February 2011

He-Who-Hits is a character played by Morvannon in Snarf's Gamma World Campaign Cuddlesaurus and the Jellybean of Destiny!


BASIC STATISTICS[edit]

HP/Blooded: 32/16

Initiative: +4

Speed: 5


Defenses

AC: 18

Fortitude: 16

Reflex: 14

Will: 19

TRAITS[edit]

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[edit]

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[edit]

Basic Melee: +8 vs. AC, 1d10+6 damage

Basic Ranged (5): +8 vs. AC, 1d10+6 damage

ABILITY SCORES[edit]

Str 16 (+3)

Con 10 (+0)

Dex 13 (+1)

Int 10 (+0)

Wis 15 (+2)

Cha 18 (+4)


SKILLS[edit]

Acrobatics +4

Athletics +10

Conspiracy* +7

Insight +5

Interaction +11

Mechanics +3

Nature +5

Perception +5

Science +3

Stealth +4

GEAR[edit]

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.

Black Ray Gun (Area 52) Weapon, 1-hand Ranged
Power (Encounter, Necrotic, Standard Action, Ranged 10, One creature
Attack: Level + 6 vs. Will
Hit: 4d8+Wis mod+twice your level necrotic damage, and the target falls unconscious (save ends). The unconsciousness also ends if the target takes damage
Salvage 8: An 8th-level character can salvage a Black Ray Gun. It becomes a light 1-handed ranged (10) weapon: Dex/Int, +3 accuracy, targets Will, 2d8 necrotic damage, and ongoing 5 necrotic damage (save ends).

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.

Vibro Sword (Xi): Weapon: 1-handed melee
Power (Encounter, Physical): Standard Action, Melee 1; Target: One or two creatures
Attack: Level + 8 vs. AC
Hit: 3d8 + Strength Modifier + your level physical damage, and ongoing 5 physical damage (save ends).
Salvage 3: A 3rd-level character can salvage the vibro sword. It becomes a heavy 1-handed melee weapon: Str/Con; +2 accuracy; 1d8 damage, and ongoing 5 physical damage (save ends).

Alpha Mutations:

Kinetic Absorption (Dark, Healing) Immediate Interrupt, Personal
Trigger: You take physical damage
Effect: Instead of taking the triggering damage, you regain hit points equal to the triggering damage.
Overcharge: 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).