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Cuddlesaurus and the Jellybean of Destiny Gabada DeMonestra
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===Omega Tech Deck=== 6. The Patch II (O; C; Area 52) When you slap this metallic dsic into the back of your hand, tiny medicinal machines flood your bloodstream.; Power: Consumable Healing.; Minor Action; Personal; Effect: You regain hit points equal to 2d6 + your bloodied value. 33. Disruptor Pike (O; C; Ishtar) This 5-foot-long weapon projects lethal vibrations that emanate at a distance. Weapon: 2-hand ranged; Power: Encounter Sonic; Standard Action, Area Burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Constitution modifier + your level sonic damage, and the target is dazed (save ends).; Salvage 4: A 4th-level character can salvage the disruptor pike. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d12 sonic damage. 35. Force Axe (O; C; Ishtar) This powered axe is capped by a 20-inch semicircle of glowing blue force. Weapon: 2-hand melee; Power: Encounter Force; Standard Action, Close Burst 1; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d10 + Strength modifier + twice your level force damage, and you push the target 1 square.; Salvage 6: a 6th-level character can salvage the force axe. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 3d8 force damage, and you push the target 1 square. 64. Gunsight Orbiter (O; U; Area 52) This silver drone hovers in front of your forehead, telepathically imparting targeting data to your mind. Head; Power: Encounter; Free Action, Personal; Trigger: You deal damage with an attack; Effect: The triggering attack deals 2d10 + your Wisdom modifier extra damage to the target.; Salvage 5: A 5th-level character can salvage the gunsight orbiter. It becomes a head item with the following property: You gain a power bonus to damage rolls with ranged attacks equal to your Wisdom modifier. 71. Diskthrower (O; U; Ishtar) This mechanical gauntlet lets you fling a spinning, diamond-sharp metal disk at your foe. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d12 + Dexterity modifier physical damage, and ongoing 10 physical damage (save ends).; Miss: You must choose a creature within 5 squares of the target and make the attack again against that creature.; Salvage 4: A 4th-level character can salvage the diskthrower. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d8 damage. 77. Artificial Blood (O; U; Xi) This small medical unit attaches to your lower back and injects nanobots into your bloodstream when you need a boost. Waist; Power: Consumable; Free Action, Personal; Trigger: You start your turn; Effect: Until the end of the encounter, whenever you roll a saving throw, you can replace the result of the roll with a 10. 78. Electrostaff(O; U; Xi) The electromagnetic pulse generators in each end of this staff deliver an electrifying punch to your foes. Weapon: 2-hand melee; Power: Encounter Electricity; Standard Action, Melee 1; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution modifier + twice your level electricity damage, and the target is stunned (save ends).; Salvage 6: A 6th-level character can salvage theelectrostaff. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 3d8 + Constitution modifier electricity damage, and the target is slowed until the end of your next turn. 79. Marauder Armor (O; U; Xi) This sleek suit of powered armor gives you limited flight, making it perfect for scouting. Armor: Light; Power: Encounter; Move Action, Personal; Effect: You gain a fly speed equal to your speed until the end of the encounter. You must land at the end of your turn, or you crash.; Salvage 8: An 8th-level character can salvage the marauder armor. It becomes light armor: +4 armor bonus to AC; you can fly your speed as a move action once during each of your turns. 110. Black Ray Gun (O; R; Area 52) This ornate pistol fires a ray of ebony energy that will drop your enemy in its tracks. Weapon: 1-hand ranged; power: Encounter Necrotic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Will; HIt: 4d8 + Wisdom modifier + 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 the Black Ray Gun. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; targets Will; 2d8 necrotic damage, and ongoing 5 necrotic damage (save ends). 113. Plasma Sphere (O; R: Ishtar) This small cannon generates white-hot plasma bombs encased in guided magnetic fields. Weapon: 2-hand ranged; Power: Encounter Electricity, Fire; Standard Action, Area Burst 2 within 20; Attack: Level + 6 vs. Reflex; Special: This attack ignores blocking terrain (like walls).; Hit:4d8 + Strength Modifier + your level electricity and fire damage.; Miss: Half damage; Salvage 8: A 8th-level character can salvage the plasma sphere. It becomes a heavy 2-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d12 electricity and fire damage, and each creature adjacent to the target takes damage equal to your level. 43. Flash Neurojack (Xi) When you plug this shiny metallic device into the back of your neck, the world slows to a snail's pace. Neck; Power: Encounter; Minor Action; Effect: You gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter.
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