Editing Cuddlesaurus and the Jellybean of Destiny Tara

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 16: Line 16:
  
 
Hawkoid Novice: Terrifying Shriek
 
Hawkoid Novice: Terrifying Shriek
 
INSTANT GROVE PLANT UTILITY
 
You cause a small thicket of plants to sprout from the ground around you, slowing your
 
enemies.
 
Encounter @ Bio, Zone
 
Move Action Close burst 3
 
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult
 
terrain for your enemies. While the zone lasts, you're immobilized and immune to forced
 
movement, you have cover from all attacks, and your melee attack range increases by 2.
 
  
 
====Ability Scores====
 
====Ability Scores====
Line 42: Line 33:
 
====Skills====
 
====Skills====
  
Acrobatics +3
+
Acrobatics +2
  
Athletics +4
+
Athletics +3
  
Conspiracy +4
+
Conspiracy +3
  
Insight +6
+
Insight +5
  
Interaction +6
+
Interaction +5
  
Mechanics +4
+
Mechanics +3
  
Nature +14
+
Nature +13
  
Perception +10
+
Perception +9
  
Science +4
+
Science +3
  
Stealth +3
+
Stealth +2
  
 
====Gear====
 
====Gear====
Line 74: Line 65:
 
====Stats====
 
====Stats====
  
HP/Blooded: 40/20
+
HP/Blooded: 35/17
  
 
Speed: 5
 
Speed: 5
  
AC: 21
+
AC: 20
  
Fortitude: 19
+
Fortitude: 18
  
Reflex: 14
+
Reflex: 13
  
Will: 16
+
Will: 15
  
Initiative: +3
+
Initiative: +2
  
 
====Alpha Mutation====
 
====Alpha Mutation====
  
Life Leech (Dark, Necrotic) You drain another creature's vitality to bolster yourself.; Standard actiion, Close burst 3.; Target: Each creature in burst.; Attack Level + 3 vs Fortitude; Hit: 5d8 + Constitution modifier + twice your level necrotic damage, and you gain 5 temporary hit points for each target you hit.; Overcharge 10+: you gain 5 + twice your level temporary hit points for each target you hit instead of 5.; 9 or less: After the attack you take 5d8 necrotic damage, and each target gains 5 temporary hit points.
+
I, Battery (A; U; Dark, Electricity) You stick your finger insides a piece of discharged equipment and try to make it work again. No Action, Personal; Trigger: You use an Omega Tech card; Effect: You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time while this card is readied.; 9 or less: You experience power overload and you an each creature adjacent to you takes 2d10 electricity damage.
  
 
====Omega Tech====
 
====Omega Tech====
  
 
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.
 
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.
 
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.
 
 
Rad Armor (O; R: Ishtar) This metallic-black powered suit protects you from harm by releasing a burst of rads at a nearby enemy when you’re damaged. Armor: Heavy; Power: Encounter Radiation; Immediate Reaction, Close Burst 2; Trigger: You take damage; Target: One creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution Modifier + twice your level radiation damage, and the target is weakened (save ends).; Salvage 6: A 6th-level character can salvage the rad armor. It becomes heavy armor: +7 armor bonus to AC; resist 10 radiation.
 
 
====Alpha Deck====
 
 
1. Venomous Spurs
 
 
2. Adrenal Rage
 
 
3. Sonic Screech
 
 
4. Ultrashriek
 
 
5. Redundant Organs
 
 
6. Density
 
 
7. Dart Cough
 
 
8. Proboscis
 
 
9. Center Cannot Hold
 
 
10. Disintegrating Touch
 
 
11. Static Field
 
 
12. Accelerated Reflexes
 
 
13. Adaptive Resistance
 
 
14. Fast Healing
 
 
15. Life Leech
 
 
16. Rubbery Skeleton
 
 
====Omega Deck====
 
 
1. Disruptor Pike
 
 
2. Cerametal Armor
 
 
3. Autodoc
 
 
4. Gunsight Orbiter
 
 
5. Energized Armor
 
 
6. Grav Mortar
 
 
7. Photonic Spear
 
 
8. Electrostaff
 
 
9. Fusion Lance
 
 
10.  Black Ray Gun
 
 
11. Phoenix Neurojack
 
 
12. Rad Armor
 
 
13. Gunport Armor
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)