Cuddlesaurus and the Jellybean of Destiny Archane: Difference between revisions
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Scuttling Escape. Encounter, Bio. Move Action. Personal. If you are Slowed or Immobilized, end that effect. In addition, Shift a number of squares equal to 1/2 your speed. | Scuttling Escape. Encounter, Bio. Move Action. Personal. If you are Slowed or Immobilized, end that effect. In addition, Shift a number of squares equal to 1/2 your speed. | ||
Magnetic Field: Standard Action, Close Burst 3, Dex+Lvvs. Fortitude. +2 vs. Robots, Hit: 2d6+Dex+Lv Electricity damage, and Pull the target 2 squares. | |||
====Ability Scores==== | ====Ability Scores==== | ||
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====Gear==== | ====Gear==== | ||
* | *light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 1d10 electricity damage, and the target is slowed until the end of your next turn. | ||
*Shield +1 AC | *Shield +1 AC | ||
*Light Ranged Weapon (+3 Accuracy, and 1d8 base damage) Sharpened Hubcap discus) | *Light Ranged Weapon (+3 Accuracy, and 1d8 base damage) Sharpened Hubcap discus) | ||
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====Omega Tech==== | ====Omega Tech==== | ||
*5. | *5. Inertial armour | ||
====Alpha Deck==== | ====Alpha Deck==== |
Latest revision as of 09:45, 29 April 2011
Archane[edit]
Traits[edit]
- +4 Dark Overcharge
- +2 Bio Overcharge
- +4 Mechanics
- +4 Nature
- +1 AC
- +2 Reflex
- Spider Climb: Gain a Climb speed of 6. In addition, you can climb across overhanging surfaces like ceilings without needing to make an Athletics check.
- Magnetized Body: Whenever you are Pulled, Pushed, or Slid, reduce the forced movment amount by 1 square
Powers[edit]
Lodestone Lure: At-Will, Dark, Electricity. Minor Action, Melee 5. Target: 1 creature. Attack: Dex+Level vs Fortitude. Hit: 1d8+Dex modidifer+ (Levelx2) Electricity damage, and you pull the target 3 squares.
Toxic Webs: At-Will, Bio, Poison. Standard Action, Area: Burst 1 within 10 Squares. Attack: Dex+Level vs, Reflex. Hit: 1d8+Dex modifier+ Level Poison damage, and target is Immobilized until the end of your next turn.
Scuttling Escape. Encounter, Bio. Move Action. Personal. If you are Slowed or Immobilized, end that effect. In addition, Shift a number of squares equal to 1/2 your speed.
Magnetic Field: Standard Action, Close Burst 3, Dex+Lvvs. Fortitude. +2 vs. Robots, Hit: 2d6+Dex+Lv Electricity damage, and Pull the target 2 squares.
Ability Scores[edit]
Str 11(+0)
Con 9(-1)
Dex 20(+5)
Int 10(+0)
Wis 8(-1)
Cha 15(+2)
Skills[edit]
Acrobatics
Athletics
Conspiracy
Insight
Interaction
Mechanics +4
Nature +4
Perception +4
Science
Stealth
Gear[edit]
- light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 1d10 electricity damage, and the target is slowed until the end of your next turn.
- Shield +1 AC
- Light Ranged Weapon (+3 Accuracy, and 1d8 base damage) Sharpened Hubcap discus)
- A First Aid kit
- a Winter Outfit
- Chem-stick
Stats[edit]
HP/Blooded: 38/19
Speed: 0
AC: 20
Fortitude: 13
Reflex: 20
Will: 15
Initiative: +5
Alpha Mutation[edit]
- 4. Redundent Organs
- 12.Vampiric healing
Omega Tech[edit]
- 5. Inertial armour
Alpha Deck[edit]
- 1.Redundant Organs
- 2.Probosics
- 3.Accelerated Claw
- 4.Flurry of Bodies
- 5.Density
- 6.Adaptive Restince
- 7.Venomous Spurs
- 8.Metal Body
- 9.Molecular Instability
- 10.Shimmershield
- 11.Invisibility
- 12.Kinetic Absorption
- 13.Life Leech
- 14.Vampiric Healing
Omega Deck[edit]
- 1.The Patch II
- 2.Inertial Armor
- 3.Laser Whip
- 4.Duralloy Shield
- 5.Stun Whip
- 6.Servo-assisted Armour
- 7.Diskthrower
- 8.Forceshield
- 9.Artifical Blood
- 10.Chameleon shield
- 11.Neural Batton
- 12.Phoenix Neurojack
- 13.Inviso Armor