Cuddlesaurus and the Jellybean of Destiny! He-Who-Hits

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Revision as of 10:07, 26 January 2011 by 164.107.30.41 (talk) (POWERS)
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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!


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: +7 vs. AC, 1d10+5 damage

Basic Ranged (5): +7 vs. AC, 1d10+5 damage

ABILITY SCORES

Str 16 (+3)

Con 10 (+0)

Dex 13 (+1)

Int 10 (+0)

Wis 15 (+2)

Cha 18 (+4)


SKILLS

Acrobatics +3

Athletics +9

Conspiracy* +6

Insight +4

Interaction +10

Mechanics +2

Nature +4

Perception +4

Science +2

Stealth +3

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: +8 vs. Fort Hit: 2d8+4 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.


Alpha Mutations:

Polar Aura (Bio, Cold) (Minor Action, Personal) Effect: Until the end of your next turn, you gain resist 20 cold, and whenever a creature starts its turn within 2 squares of you, it takes 10 cold damage and is slowed until the end of its turn. Overcharge: When you use this power, you can roll a d20. 10+: The range of the effect is 3 squares instead of 2, and a creature takes 15 cold damage instead of 10. 9 or less: You freeze yourself and can’t move or attack until the end of your next turn.