Editing Cuddlesaurus and the Jellybean of Destiny Tali

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Mythic Critical: An ally you can see makes a Basic Attack at +2 as a Free Action.
 
Mythic Critical: An ally you can see makes a Basic Attack at +2 as a Free Action.
 
Explosive Critical: 1d10 extra fire and radiation damage, and each creature adjacent to you takes 5 fire and radiation damage.
 
  
 
====Powers====
 
====Powers====
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Mythic Utility - Miraculous Recovery:  Encounter, Minor Action, Close Burst 1.  You and each ally in burst.  Everyone either makes a Saving Throw or regains HP equal to your level.
 
Mythic Utility - Miraculous Recovery:  Encounter, Minor Action, Close Burst 1.  You and each ally in burst.  Everyone either makes a Saving Throw or regains HP equal to your level.
 
Mythic Expert - Divine Judgement: Standard Action, Range 10, 1, 2, or 3 Creatures.  Cha+Lv vs Reflex. 2d6+Cha+Lv Electricity and Sonic damage and Target Dazed until the end of your next turn.
 
  
 
====Ability Scores====
 
====Ability Scores====
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====Alpha Mutation====
 
====Alpha Mutation====
  
Hostility (Psi, Psychic) You cause your enemy to regard everyone as a foe.; Standard action, Ranged 10; Target: One creature; Attack: Level +3 vs. Will; Hit: 1d10 + Charisma modifier + twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).; Aftereffect: The target is dazed (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: The target gains a +5 bonus to attack rolls against you while this card is readied.
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Mind Killer (A; R; Psi, Psychic) You impart a phantasmal image of the most fearsome creature imaginable directly into your foe’s unprotected brain. Standard Action, Ranged 20; Target: One creature; Attack: Level + Charisma vs. Will; Hit: 3d10 + Charisma modifier + twice your level psychic damage, and ongoing 10 psychic damage (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: If the target is bloodied after the attack, it falls unconscious (save ends).; 9 or less: You fall unconscious (save ends). You can’t save against this effect during the turn you overcharge it.
  
Cloud the Mind (Psi) Who knows what evil lurks in the hearts of men ... or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends).
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Know-It-All (A; R; Psi) You're good at pretty much everything you do. And you don't mind saying so. Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret. Odd: No effect. Even: The +10 power bonus becomes a -10 penalty instead.
  
 
====Omega Tech====
 
====Omega Tech====
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Gunport Armor (O; R: Ishtar) [i]This heavy armor provides good defense, and some good offense too when the gun ports work correctly.[/url] Armor: Heavy; Power: Encounter Physical; Minor Action, Ranged 10; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Constitution modifier + twice your level physical damage.; Salvage 4: A 4th-level character can salvage the gunport armor. It becomes heavy armor: +7 armor bonus to AC; you gain resist 5 physical.
 
Gunport Armor (O; R: Ishtar) [i]This heavy armor provides good defense, and some good offense too when the gun ports work correctly.[/url] Armor: Heavy; Power: Encounter Physical; Minor Action, Ranged 10; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Constitution modifier + twice your level physical damage.; Salvage 4: A 4th-level character can salvage the gunport armor. It becomes heavy armor: +7 armor bonus to AC; you gain resist 5 physical.
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Grav Mortar (O; U; Area 52) “It’s called the ‘G-force’ game. Now try to stay on your feet!” Weapon: 2-hand ranged; Power: Encounter Physical; Standard Action, Area Burst 2 within 20; Target: Each creature in burst; Attack: Level +6 vs. Fortitude; Hit: 2d8 damage + Constitution modifier + twice your level physical damage. In addition, you knock the target prone, and the target is immobilized (save ends).; Miss: Half damage, and target is slowed (save ends).; Salvage 8: An 8th-level character can salvage a grav mortar. It becomes a heavy 2-hand ranged 15 weapon: Str/Con; +2 accuracy; 3d8 physical damage; and you knock the target prone.
  
 
====Alpha Deck====
 
====Alpha Deck====

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