Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny! He-Who-Hits"
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== BASIC STATISTICS == | == BASIC STATISTICS == | ||
− | '''HP/Blooded:''' | + | '''HP/Blooded:''' 32/16 |
− | Initiative: + | + | Initiative: +4 |
Speed: 5 | Speed: 5 | ||
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'''Defenses''' | '''Defenses''' | ||
− | AC: | + | AC: 18 |
− | Fortitude: | + | Fortitude: 16 |
− | Reflex: | + | Reflex: 14 |
− | Will: | + | 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; + | + | '''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; + | + | '''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:''' + | + | '''Basic Melee:''' +8 vs. AC, 1d10+6 damage |
− | '''Basic Ranged (5):''' + | + | '''Basic Ranged (5):''' +8 vs. AC, 1d10+6 damage |
== ABILITY SCORES == | == ABILITY SCORES == | ||
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== SKILLS == | == SKILLS == | ||
− | Acrobatics + | + | Acrobatics +4 |
− | |||
− | |||
− | + | Athletics +10 | |
− | + | Conspiracy* +7 | |
− | + | Insight +5 | |
− | + | Interaction +11 | |
− | + | Mechanics +3 | |
− | + | Nature +5 | |
− | + | Perception +5 | |
− | + | Science +3 | |
+ | 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, | + | '''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:''' | ||
− | + | Kinetic Absorption (Dark, Healing) Immediate Interrupt, Personal<br> | |
− | + | 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).