Editing Mu Town Mutant Mutiny Pizzazz

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 117: Line 117:
 
'''7''' 68. Photonic Spear (O; U; Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter Laser; Standard Action, Melee 1; Target: One Creature; Attack: Level + 8 vs. AC; Hit: 3d8 + Wisdom modifier + twice your level laser damage, and the target is blinded (save ends).; Salvage 2: A 2nd-level character can salvage the photonic spear. It becomes a light 2-hand melee weapon: Dex/Int; +3 accuracy; 1d12 damage, and the target takes a -2 penalty to attack rolls until the start of your next turn.
 
'''7''' 68. Photonic Spear (O; U; Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter Laser; Standard Action, Melee 1; Target: One Creature; Attack: Level + 8 vs. AC; Hit: 3d8 + Wisdom modifier + twice your level laser damage, and the target is blinded (save ends).; Salvage 2: A 2nd-level character can salvage the photonic spear. It becomes a light 2-hand melee weapon: Dex/Int; +3 accuracy; 1d12 damage, and the target takes a -2 penalty to attack rolls until the start of your next turn.
  
'''8''' 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.
+
'''8''' 69. Hospice Beacon (O; U; Ishtar) This one-foot high gleaming pyramid of golden allow creates a field that accelerates healing. Held Item; Power: Encounter Healing, Zone; Minor Action, Close Burst 2; Effect: You and each ally within the burst regain 10 hit points. In addition, the burst becomes a zone that lasts until the end of your next run. Whenever you or an ally regains hit points while within the zone, that character regains 5 additional ht points. While the zone exists, you can spend a standard action during your turn to make the zone persist until the end of your next turn.
  
'''9''' 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.
+
'''9''' 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.
  
'''10''' 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).
+
'''10''' 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.
  
'''11''' 112. Phoenix Neurojack (O; R: Xi) When you’re near death, this device releases a flood of nanobots into your bloodstream to bring you back. Neck; Power: Encounter Healing; No Action, Personal; Trigger: You drop to 0 hit points or fewer; Effect: You regain hit points equal to your bloodied value, and you are dazed until the end of your next turn.; Salvage 7: A 7th-level character can salvage the phoenix neurojack. It becomes a neck item with the following power.; Immediate Interrupt, Personal; Trigger: You drop to 0 hit points or fewer for the first time during an encounter.; Effect: You regain hit points equal to your bloodied value and are stunned until the end of your next turn.
+
'''11''' 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).
  
'''12''' 119. Screaming Meemie (O; R: Xi) Each 6-inch missile fired from this shoulder launcher emits a piercing sonic burst that scrambles your enemies’ nervous systems. Weapon: 2-handed range; Power: Encounter Sonic; Standard Action; Area Burst 2 within 20; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 5d6 + Intelligence modifier + your level sonic damage, and you push the target 2 squares from the burst’s origin square.; Salvage 8: An 8th-level character can savage the screaming meemie. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; targets Fortitude; 3d6 sonic damage, and the target is weakened until the end of your next turn.
+
'''12''' 112. Phoenix Neurojack (O; R: Xi) When you’re near death, this device releases a flood of nanobots into your bloodstream to bring you back. Neck; Power: Encounter Healing; No Action, Personal; Trigger: You drop to 0 hit points or fewer; Effect: You regain hit points equal to your bloodied value, and you are dazed until the end of your next turn.; Salvage 7: A 7th-level character can salvage the phoenix neurojack. It becomes a neck item with the following power.; Immediate Interrupt, Personal; Trigger: You drop to 0 hit points or fewer for the first time during an encounter.; Effect: You regain hit points equal to your bloodied value and are stunned until the end of your next turn.
  
'''13''' 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.
+
'''13''' 119. Screaming Meemie (O; R: Xi) Each 6-inch missile fired from this shoulder launcher emits a piercing sonic burst that scrambles your enemies’ nervous systems. Weapon: 2-handed range; Power: Encounter Sonic; Standard Action; Area Burst 2 within 20; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 5d6 + Intelligence modifier + your level sonic damage, and you push the target 2 squares from the burst’s origin square.; Salvage 8: An 8th-level character can savage the screaming meemie. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; targets Fortitude; 3d6 sonic damage, and the target is weakened until the end of your next turn.
  
'''14''' 46. Mk 1 Power Armor (Ishtar) This slightly used metallic suit protects you from harm. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn; Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes heavy armor: +8 armor bonus to AC, +1 armor bonus to Reflex and Fortitude.
+
'''14''' 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.
 +
 
 +
'''15''' 46. Mk 1 Power Armor (Ishtar) This slightly used metallic suit protects you from harm. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn; Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes heavy armor: +8 armor bonus to AC, +1 armor bonus to Reflex and Fortitude.

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)