Difference between revisions of "Mu Town Mutant Mutiny Trag"

From RPGnet
Jump to: navigation, search
(Gear)
(GEAR)
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
Tragicus "Trag" Abstrong
+
Tragicus "Trag" Abstrong is a character played by Snarf in [[Megazver's_Gamma_World_Game| Megazver's Gamma World Campaign]]
  
Reanimated/Electrokinetic
 
  
Lv 1
+
== BASIC STATISTICS ==
  
=Stats=
+
XP: 0 (Level 1)
  
Str: 18 (+4)
+
'''HP/Bloodied:''' 25/12
  
Con: 13 (+1)
+
Initiative: +0
  
Dex: 10 (+0)
+
Speed: 4
  
Int: 8 (-1)
 
  
Wis: 16 (+3)
+
'''Defenses'''
  
Cha: 16 (+3)
+
AC: 18
 +
 
 +
Fortitute: 15
 +
 
 +
Reflex: 13
 +
 
 +
Will: 14
 +
 
 +
 
 +
== TRAITS ==
 +
 
 +
'''Reanimated:''' Strength; Dark;
 +
 
 +
* +2 to dark overcharge.
 +
 
 +
* +4 bonus to Athletics checks
  
Speed: 4 (6, -1 Heavy Armor, -1 Slow)
+
* Undead Recuperation: Immune to Disease. Whenever you start your turn and have at least 1 hit point, you regain hit points equal to your level.
  
Init: +0
+
* Slow: -1 Speed
  
=Defenses=
+
'''Electrokinetic:''' Wisdom; Dark;
  
AC: 18
+
* +2 to dark overcharge
 +
 
 +
* +4 bonus to Mechanics checks
 +
 
 +
* +2 to Reflex Defense
 +
 
 +
* Resist Electricity 10
 +
 
 +
 
 +
== POWERS ==
  
Fort: 15
+
'''Novice Primary:''' Nasty Bite, At-Will, Std Action, Melee 1, +5 vs Fortitude, Hit: 2d6+7 physical damage. If you score a critical hit, you also regain 6 hit points.
  
Ref: 13 (+2 Electrokinetic)
+
'''Novice Secondary:''' Electric Boogaloo, At-Will, Std Action, Melee 1, +4 vs Fortitude, Hit: 1d10+5 electricity damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
  
Will: 14
 
  
HP: 25  Bloodied:  12
+
== ABILITY SCORES ==
  
=Powers=
+
Str 18 (+4)
  
+4 to Dark Overcharge
+
Con 13 (+1)
  
Undead Recuperation: Immune to Disease. Whenever you start your turn and have at least 1 hit point, you regain hit points equal to your level.
+
Dex 10 (+0)
  
Resist 10 Electricity
+
Int 8 (-1)
  
Nasty Bite:  At-Will, Std Action, Melee 1, +5 vs Fortitude, Hit:  2d6+7 physical damage. If you score a critical hit, you also regain 6 hit points.
+
Wis 16 (+3)
  
Electric Boogaloo:  At-Will, Std Action, Melee 1, +4 vs Fortitude, Hit:  1d10+5 electricity damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
+
Cha 16 (+3)
  
=Skills=
 
  
 +
== SKILLS ==
 +
 
Athletics +9
 
Athletics +9
  
Line 55: Line 77:
 
Mechanics +6
 
Mechanics +6
  
=Gear=
 
  
Fishing Pole
+
== GEAR ==
 +
 
 +
'''Armor:''' Sweet Tattoos (Heavy, +7 AC, -1 Speed)
  
Matches x2
+
'''Melee:''' Sledgehammer (Two-Handed Heavy, +7, 2d8+5)
  
Portable Stove
+
'''Ranged:''' Big Shotgun (Two-Handed Heavy Gun, range 10, +7, 2d10+5)
  
Crowbar x2
+
'''Other:''' Fishing Pole, Matches x2, Portable Stove, Crowbar x2, Motorcycle, Supercrazy Glue
  
Motorcycle
 
  
Supercrazy Glue
+
'''Omega Tech:'''
  
Sweet Tattoos (Heavy Armor, +7 AC, -1 Speed)
+
Plasma Sword (O; C; Area 52) When you trigger the hit, a blade of magnetically contained plasma extends from it. Weapon: 1-hand melee; Power: Encounter: Encounter Electricity, Fire; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d10 + Strength modifier + twice your level electricity and fire damage.; Salvage 6: A 6th-level character can salvage the plasma sword. It becomes a heavy 1-hand melee weapon: Str/Con; +2 accuracy; 2d10 electricity and fire damage.
  
Sledgehammer (Two-Handed Heavy Melee, +7 vs. AC, 2d8+5 damage)
+
'''Alpha Mutations:'''
  
Bigass Shotgun (Two-Handed Heavy Gun, +7 vs. AC, 2d10+5 Damage, range 20)
+
Sonic Screech (A; U; Bio, Sonic) You screech with the hunting call of a hawk, magnified 500 times by mutant cords in your throat. Standard Action, Close Blast 3; Target: Each enemy in blast; Attack: Level + Constitution vs. Reflex; Hit: 4d6 + Constitution modifier + twice your level sonic damage, and the target is deafened and weakened (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 2d6 extra sonic damage, and you deal half damage on a miss.; 9 or less: You hit yourself with the attack. In addition, you can’t speak while this card is readied.

Latest revision as of 13:36, 20 March 2011

Tragicus "Trag" Abstrong is a character played by Snarf in Megazver's Gamma World Campaign


BASIC STATISTICS[edit]

XP: 0 (Level 1)

HP/Bloodied: 25/12

Initiative: +0

Speed: 4


Defenses

AC: 18

Fortitute: 15

Reflex: 13

Will: 14


TRAITS[edit]

Reanimated: Strength; Dark;

  • +2 to dark overcharge.
  • +4 bonus to Athletics checks
  • Undead Recuperation: Immune to Disease. Whenever you start your turn and have at least 1 hit point, you regain hit points equal to your level.
  • Slow: -1 Speed

Electrokinetic: Wisdom; Dark;

  • +2 to dark overcharge
  • +4 bonus to Mechanics checks
  • +2 to Reflex Defense
  • Resist Electricity 10


POWERS[edit]

Novice Primary: Nasty Bite, At-Will, Std Action, Melee 1, +5 vs Fortitude, Hit: 2d6+7 physical damage. If you score a critical hit, you also regain 6 hit points.

Novice Secondary: Electric Boogaloo, At-Will, Std Action, Melee 1, +4 vs Fortitude, Hit: 1d10+5 electricity damage, and the target takes a -2 penalty to all defenses until the end of your next turn.


ABILITY SCORES[edit]

Str 18 (+4)

Con 13 (+1)

Dex 10 (+0)

Int 8 (-1)

Wis 16 (+3)

Cha 16 (+3)


SKILLS[edit]

Athletics +9

Insight +8

Mechanics +6


GEAR[edit]

Armor: Sweet Tattoos (Heavy, +7 AC, -1 Speed)

Melee: Sledgehammer (Two-Handed Heavy, +7, 2d8+5)

Ranged: Big Shotgun (Two-Handed Heavy Gun, range 10, +7, 2d10+5)

Other: Fishing Pole, Matches x2, Portable Stove, Crowbar x2, Motorcycle, Supercrazy Glue


Omega Tech:

Plasma Sword (O; C; Area 52) When you trigger the hit, a blade of magnetically contained plasma extends from it. Weapon: 1-hand melee; Power: Encounter: Encounter Electricity, Fire; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d10 + Strength modifier + twice your level electricity and fire damage.; Salvage 6: A 6th-level character can salvage the plasma sword. It becomes a heavy 1-hand melee weapon: Str/Con; +2 accuracy; 2d10 electricity and fire damage.

Alpha Mutations:

Sonic Screech (A; U; Bio, Sonic) You screech with the hunting call of a hawk, magnified 500 times by mutant cords in your throat. Standard Action, Close Blast 3; Target: Each enemy in blast; Attack: Level + Constitution vs. Reflex; Hit: 4d6 + Constitution modifier + twice your level sonic damage, and the target is deafened and weakened (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 2d6 extra sonic damage, and you deal half damage on a miss.; 9 or less: You hit yourself with the attack. In addition, you can’t speak while this card is readied.