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

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== BASIC STATISTICS ==
 
== BASIC STATISTICS ==
  
'''HP/Blooded:''' 22/11
+
'''HP/Blooded:''' 32/16
  
Initiative: +2
+
Initiative: +4
  
 
Speed: 5
 
Speed: 5
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'''Defenses'''
 
'''Defenses'''
  
AC: 16
+
AC: 18
  
Fortitude: 14
+
Fortitude: 16
  
Reflex: 12
+
Reflex: 14
 
 
Will: 17
 
  
 +
Will: 19
  
 
== TRAITS ==
 
== TRAITS ==
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* While you're conscious, you and each ally within 10 squares of you can mentally communicate with one another.
 
* 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;  
 
'''Seismic:''' Strength; Dark;  
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* -1 penalty to speed
 
* -1 penalty to speed
 
  
 
== POWERS ==
 
== POWERS ==
  
'''Novice Primary:''' Mental Push (At-Will; 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 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; Close burst 1, all enemies in burst; +4 vs. Fortitude; 1d6+4 sonic damage and target is knocked prone)
+
'''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 ATTACKS ==
  
'''Basic Melee:''' +6 vs. AC, 1d10+4 damage
+
'''Basic Melee:''' +8 vs. AC, 1d10+6 damage
  
'''Basic Ranged (5):''' +6 vs. AC, 1d10+4 damage
+
'''Basic Ranged (5):''' +8 vs. AC, 1d10+6 damage
  
 
== ABILITY SCORES ==
 
== ABILITY SCORES ==
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== SKILLS ==
 
== SKILLS ==
 
   
 
   
Acrobatics +2
+
Acrobatics +4
  
Athletics  +8
+
Athletics  +10
  
Conspiracy* +5
+
Conspiracy* +7
  
Insight +3
+
Insight +5
  
Interaction +9
+
Interaction +11
  
Mechanics +1
+
Mechanics +3
  
Nature +3
+
Nature +5
  
Perception +3
+
Perception +5
  
Science +1
+
Science +3
 
 
Stealth +2
 
  
 +
Stealth +4
  
 
== GEAR ==
 
== GEAR ==
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'''Ranged:''' Heavy 1-Handed Ranged (literally "throwing his fist")
 
'''Ranged:''' Heavy 1-Handed Ranged (literally "throwing his fist")
  
'''Other:''' Explorer's Kit, pickup truck, 2 radio cell phones, tent, webcam, cordless drill
+
'''Other:''' Explorer's Kit, pickup truck, 1 radio cell phones, tent, webcam, digital picture frame
  
  
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(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.
  
 +
Black Ray Gun (Area 52) Weapon, 1-hand Ranged<br>
 +
Power (Encounter, Necrotic, Standard Action, Ranged 10, One creature<br>
 +
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).
 +
 +
Thunder Grip (Area 52): Weapon: 1-hand ranged;<br>
 +
Power (Encounter, Sonic): Standard Action, Ranged 10; Target: One creature<br>
 +
Attack: Level + 6 vs. Reflex<br>
 +
Hit: 3d8 + Strength modifier + twice your level sonic damage. In addition, you knock the target prone, and the target is deafened (save ends).<br>
 +
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<br>
 +
Power (Encounter, Physical): Standard Action, Melee 1; Target: One or two creatures<br>
 +
Attack: Level + 8 vs. AC<br>
 +
Hit: 3d8 + Strength Modifier + your level physical damage, and ongoing 5 physical damage (save ends).<br>
 +
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:'''
 
'''Alpha Mutations:'''
  
All A Dream (Psi, Psychic) (Immediate Interrupt, Close Blast 3)
+
Kinetic Absorption (Dark, Healing) Immediate Interrupt, Personal<br>
(Trigger: an enemy hits you with a close or area attack) Effect: The attack instead misses you and every target in the blast. Overcharge: 10+, can use the power again while it is readied; 9-, you take 2d10 psychic damage and the triggering attack does hit you.
+
Trigger: You take physical damage<br>
 +
Effect: Instead of taking the triggering damage, you regain hit points equal to the triggering damage.<br>
 +
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).