Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny Gabada DeMonestra"
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== BASIC STATISTICS == | == BASIC STATISTICS == | ||
− | '''HP/Blooded:''' | + | '''HP/Blooded:''' 38/19 |
− | Initiative: + | + | Initiative: +6 |
Speed: 6 | Speed: 6 | ||
Line 13: | Line 13: | ||
'''Defenses''' | '''Defenses''' | ||
− | AC: | + | AC: 19 |
− | Fortitute: | + | Fortitute: 16 |
− | Reflex: | + | Reflex: 16 |
− | Will: | + | Will: 17 |
Line 48: | Line 48: | ||
== POWERS == | == POWERS == | ||
− | '''Novice Primary:''' Fiery Flare (At-Will, Fire/Psi, Range 5, Target: 1 creature; + | + | '''Novice Primary:''' Fiery Flare (At-Will, Fire/Psi, Range 5, Target: 1 creature; +7 vs Reflex, 2d8+4+6) |
− | '''Novice Secondary:''' Swarm! (Encounter, Bio/Physical, Melee 1, Target: 1 creature; + | + | '''Novice Secondary:''' Swarm! (Encounter, Bio/Physical, Melee 1, Target: 1 creature; +6 vs Reflex, 1d8+3+6 and the target is immobilized until the end of your next turn.) |
+ | |||
+ | '''Pyrokinetic Utility''' Blazing Rocket (Encounter, Psi, Personal, Minor Action; Effect: You gain a fly speed of 10 until the end of your next turn. If you don't land before this effect ends, you fall.) | ||
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== SKILLS == | == SKILLS == | ||
− | Acrobatics + | + | Acrobatics +6 |
− | Athletics* + | + | Athletics* +6 |
− | Conspiracy + | + | Conspiracy +3+4=+7 |
− | Insight + | + | Insight +7 |
− | Interaction + | + | Interaction +3+4=+7 |
− | Mechanics + | + | Mechanics +3 |
− | Nature + | + | Nature +7 |
− | Perception + | + | Perception +7 |
− | Science + | + | Science +3 |
− | Stealth + | + | Stealth +6+4=+10 |
Revision as of 02:08, 26 January 2011
Contents
Gabada (Gabby) DeMonestra
BASIC STATISTICS
HP/Blooded: 38/19
Initiative: +6
Speed: 6
Defenses
AC: 19
Fortitute: 16
Reflex: 16
Will: 17
TRAITS
Pyrokinetic: Wisdom; Psi;
- +2 to PSI overcharge.
- +4 bonus to Interaction checks.
- Fire Resistance: Gain resist 10 fire.
- Fiery Aura: Whenever a creature ends its turn adjacent to you, it takes 5 fire damage.
- Pyrokinetic Critical: When you score a critical hit, the target gains 10 ongoing fire damage (Save Ends).
Rat Swarm: Dexterity; Bio;
- +2 to BIO overcharge
- +4 bonus to Stealth checks
- Swarm Defense: Gain resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close attacks.
- Crawling Mass: You can't be knocked prone.
POWERS
Novice Primary: Fiery Flare (At-Will, Fire/Psi, Range 5, Target: 1 creature; +7 vs Reflex, 2d8+4+6)
Novice Secondary: Swarm! (Encounter, Bio/Physical, Melee 1, Target: 1 creature; +6 vs Reflex, 1d8+3+6 and the target is immobilized until the end of your next turn.)
Pyrokinetic Utility Blazing Rocket (Encounter, Psi, Personal, Minor Action; Effect: You gain a fly speed of 10 until the end of your next turn. If you don't land before this effect ends, you fall.)
ABILITY SCORES
Str 17 (+3)
Con 16 (+3)
Dex 16 (+3)
Int 11 (0)
Wis 18 (+4)
Cha 11 (0)
SKILLS
Acrobatics +6
Athletics* +6
Conspiracy +3+4=+7
Insight +7
Interaction +3+4=+7
Mechanics +3
Nature +7
Perception +7
Science +3
Stealth +6+4=+10
GEAR
Note: All of Gabby's personal belongings are lined with fire resistant materials. She will not assume responsibility for the loss of items and/or limbs belonging to others.
Armor: Light Armor (Leather coat and excessive amounts of body jewelry)
Melee: Light 2-Handed Melee (Ornate broadsword)
Ranged: Light 2-Handed Gun (Laser sniper rifle)
Misc/Unequipped Omega Tech
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.
Draft Horse (Nightmare, Fire Resistant), Keelboat, Binoculars, Pickup Truck, Water Purifier, Tire Pressure Gauge, Electric Blender
Omega Tech:
118. Interface Goggles (O; R: Xi) You’re too cool for school with these styling shades built by machine AI designer known only as “HAL.” Head; Power: Encounter; Standard Action, Ranged 10; Target: One robot creature; Attack: Level + 6 vs. Will.; Hit: The target is dominated(save ends).; Miss: The target gains a +5 bonus to attack rolls and damage rolls against you until the end of the encounter. Salvage 6: A 6th-level character can salvage the interface goggles. It becomes a head item with the following property: You gain a +4 bonus to Interaction checks against robots, computers, and other sentient machines.
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.
Alpha Mutations:
23. Machine Command (A; C; Psi) You telepathically seize control of a robot, computer, or similar device. Standard Action Ranged 10; Target: One android, robot, computer, or vehicle; Attack: level + 3 vs Will; Hit: You dominate the target (save ends).; Aftereffect: The target is dazed (save ends).; Special: You can cause a target that does not normally take actions, such as a vehicle or excavator, to operate as you direct - for example, you could order a robot excavator to dig a trench. Overcharge: When you use 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 gets a +5 bonus to attack rolls against you while this card is readied.