Editing Cuddlesaurus and the Jellybean of Destiny Mao

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Back to [[Cuddlesaurus and the Jellybean of Destiny!]]
 
Back to [[Cuddlesaurus and the Jellybean of Destiny!]]
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== Mao Whiskerton ==
 
== Mao Whiskerton ==
  
Level 7
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Level 2, XP:  653
  
  
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  +4 bonus to Stealth checks;  
 
  +4 bonus to Stealth checks;  
 
  +2 bonus to Reflex;  
 
  +2 bonus to Reflex;  
  +1 bonus to speed while wearing light armor or no armor. You take no damage
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  +1 bonus to speed while wearing light armor or no armor. You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.  
from falls of 50 feet or less, and you always land on your feet when you fall.  
 
  
 
Rat Swarm:  
 
Rat Swarm:  
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Hit: 1d8 + Dexterity modifier + twice your level physical damage, and the target is immobilized until the end of your next turn.
 
Hit: 1d8 + Dexterity modifier + twice your level physical damage, and the target is immobilized until the end of your next turn.
  
Utility (Level 3): Cover More Ground *
 
Encounter Move
 
Shift equal to your Dex
 
  
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Utility (Level 3): Pounce *
 
  Expert (Level 5): Killing Bite *
 
  Expert (Level 5): Killing Bite *
Encounter @ Bio, Physical
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  Utility (Level 7): Cover More Ground
Standard Action Melee 1
 
Target: One creature
 
Attack: Dexterity + your level vs. Reflex
 
Hit: 3d8 + Dex Mod + lvlx2
 
Effect: Target falls prone. If it stands up on next turn while next to you, it takes 1d10 damage. When charging can be used instead of basic attack.
 
 
 
 
 
 
 
  Utility (Level 7): Pounce
 
Encounter Move
 
Jump n squares equal to your move.
 
 
 
 
  Expert (Level 9): Death By A Thousand Bites
 
  Expert (Level 9): Death By A Thousand Bites
  
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SKILLS:
 
SKILLS:
  
  Acrobatics +12
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  Acrobatics +8
  Athletics +8
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  Athletics +4
  Conspiracy +6
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  Conspiracy +2
  Insight +10
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  Insight +6
  Interaction    +7
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  Interaction    +3
  Mechanics      +6
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  Mechanics      +2
  Nature +10
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  Nature +6
  Perception +10
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  Perception +6
  Science +10
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  Science +6
  Stealth +20
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  Stealth +16
  
  Perception Passive: 20
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  Perception Passive: 16
  Insight Passive: 20
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  Insight Passive: 16
  
 
GEAR:
 
GEAR:
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  Melee: Light One-handed Melee * RAPIER FROM A MUSEUM
 
  Melee: Light One-handed Melee * RAPIER FROM A MUSEUM
 
  Ranged: Light Two-handed Gun * Blunderbuss
 
  Ranged: Light Two-handed Gun * Blunderbuss
  Other: Explorer's kit *, Bolt cutter, Radio cell phone, Generator (8 hours of fuel),
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  Other: Explorer's kit *, Bolt cutter, Radio cell phone, Generator (8 hours of fuel),  Electric blanket, Skateboard, Skateboard, Plastic water bottle
  Electric blanket, Skateboard, Plastic water bottle
 
  
  HIT POINTS 54/27
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  HIT POINTS 34/17
 
  SPEED  
 
  SPEED  
  AC 25 (10+L5+Armor3+Dex5)
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  AC 21 (10+L3+Armor3+Dex5)
  FORT 20 (10+L5+Radioactive2+Con1)
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  FORT 16 (10+L3+Radioactive2+Con1)
  REFLEX 24(10+L5+Felinoid2+Dex5)
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  REFLEX 20(10+L3+Felinoid2+Dex5)
  WILL 20(10+L5+Wis3)
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  WILL 16(10+L3+Wis3)
  INITIATIVE +12
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  INITIATIVE +8
 
 
 
  AttBon. Attack Dam.Dice Dam.Bonus
 
  AttBon. Attack Dam.Dice Dam.Bonus
  +15 Unarmed Quick Attack 1d4 +12
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  +11 Unarmed Quick Attack 1d4 +8
  +10 Unarmed Powerful 1d8 +8
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  +6 Unarmed Powerful 1d8 +4
  +15 Light 1h Melee 1d8 +12
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  +11 Light 1h Melee 1d8 +8
  +15 Light 2h Ranged Gun (5) 1d8 +12
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  +11 Light 1h Ranged (5) 1d8 +8
  
 
  Alpha:
 
  Alpha:
 +
46. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge
  
 
  Omega:
 
  Omega:
  
40. Meltdown Orbiter (O; C; Area 52) This drone constantly morphs as it circles your head. At your command, it fires a pulse of flesh-shredding radiation at your foes. Head; Property: You gain a +2 bonus to attack rolls with radiation attacks; Power: Encounter, Radiation; Standard Action, Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 4d8 + Intelligence modifier + twice your level radiation damage; Salvage 6: A 6th level character can salvage the meltdown orbiter. It becomes a head item with the following property: You gain a +2 bonus to damage rolls with radiation attacks.
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38. Laser Whip (O; C; Xi) This long, flexible whip is formed from a beam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee 5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage.
  
 
62. Autodoc (O; U; Area 52) This shiny metal belt whirrs and clicks. Sometimes it dispenses colored pills that make you feel better. Waist; Power: Encounter Healing; Minor Action, Personal; Effect: You regain 10 hit points. In addition, until the end of the encounter, you regain 5 hit points at the start of each of your turns, if you have at least 1 hit point.; Salvage 2: A 2nd-level character can salvage the autodoc. It becomes a waist item with the following property: Your maximum hit points increase by 5.
 
62. Autodoc (O; U; Area 52) This shiny metal belt whirrs and clicks. Sometimes it dispenses colored pills that make you feel better. Waist; Power: Encounter Healing; Minor Action, Personal; Effect: You regain 10 hit points. In addition, until the end of the encounter, you regain 5 hit points at the start of each of your turns, if you have at least 1 hit point.; Salvage 2: A 2nd-level character can salvage the autodoc. It becomes a waist item with the following property: Your maximum hit points increase by 5.
 
75. Repeating Gauss Rifle (O; U; Xi) This rifle uses magnetic fields to launch heavy darts at high velocity. Weapon: 2-hand ranged; Power: Encounter Physical; Target: One, two, or three creatures; Effect: You make three attacks divided between one, two, or three targets.; Attack: Level + 8 vs. AC; Hit: 1d12 + Dexterity modifier + your level physical damage, and you push the target 1 square.; Salvage 2: A 2nd-level character can salvage the repeating gauss rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 1d12 damage; and you push the target 1 square.
 
 
70. Servo-Assist Armor (O; U; Ishtar)  This form-fitting armor jerks you out of harm's way. Occasionally, it will jerk you around for no reason, usually when you're holding a drink.  Armor: Light; Power: Encounter; Immediate interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.; Salvage 4: A 4th-level character can salvage the servo-assist armor.  It becomes light armor: +4 armor bonus to AC; +1 bonus to speed.
 
  
  
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Flurry of Bodies  
 
Flurry of Bodies  
  
Flurry of Bodies x
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Flurry of Bodies
  
Das Gamma Auge  
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Das Gamma Auge
  
 
Das Gamma Auge
 
Das Gamma Auge
  
Inhabit Corpse x
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Inhabit Corpse
  
 
Redundant Organs
 
Redundant Organs

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