The One, The Only: Tex A. Callahan: Difference between revisions

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'''Defenses'''
'''Defenses'''


AC: 19+2
AC: 19


Fortitute: 16
Fortitute: 16+5


Reflex: 16+2
Reflex: 16


Will: 16
Will: 16
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Acrobatics +4
Acrobatics +4


Athletics +3
Athletics +3+5 (rolls automatic 20's until the end of the encounter)


Conspiracy +4+2
Conspiracy +4


Insight +1
Insight +1
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Interaction* +17
Interaction* +17


Mechanics +4+2
Mechanics +4


Nature +1
Nature +1
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Perception +1
Perception +1


Science +8+2
Science +8


Stealth +4
Stealth +4
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[[The One, The Only: Tex A. Callahan's Ego| Selected from Deck]]
[[The One, The Only: Tex A. Callahan's Ego| Selected from Deck]]


Super Genius (Psi) Go ahead and say it: "SOOOPER GENIUS!"; 
Strong as Stone (Dark)  


Benefit: You gain a +2 power bonus to AC, Reflex, attack rolls that use Intelligence, Conspiracy, Mechanics, and Science checks.  You also instantly discern the stupid ideas of others (ask the GM if you're not sure). This doesn't include your own stupid ideas.;
''You gain the strength of stone – the good stuff, not that cheap fake tile.''


Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +4 while this card is readied.; 9 or less: You are stunned by the stupidity of others until the end of your turn.
Benefit: You are capable of amazing feats of strength and endurance. You gain a +5 power bonus to Athletics checks and a +3 power bonus to Fortitude.;
 
Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied , whenever you make an Athletics check, replace the roll with a 20. In addition, the power bonus to Fortitude increases to +5.; 9 or less: You are weakened (save ends).





Latest revision as of 19:16, 6 April 2011

Tex A. Callahan is a character played by Ferrus Animus in Megazver's Gamma World Campaign Megazver's_Gamma_World_Game


BASIC STATISTICS[edit]

XP: 0 (Level 1)

HP/Bloodied: 28/14

Initiative: +4

Speed: 6-1


Defenses

AC: 19

Fortitute: 16+5

Reflex: 16

Will: 16


TRAITS[edit]

Shapeshifter: Charisma; Bio;

  • +2 to BIO overcharge.
  • +4 bonus to Interaction checks
  • +2 bonus to Reflex
  • Can shift 1 square as a minor action

Engineered Human: Intelligence; None;

  • +2 to all overcharge
  • +4 bonus to Interaction and Science checks
  • +1 bonus to Fortitude, Reflex and Will
  • +2 to checks to see if Omega Tech burns out.


POWERS[edit]

Novice Primary: Shapeshifter's Feint (At-Will; Assume any medium humanoid form (optional), get +5 to interaction for disguise; +5 vs. Ref, 1d10+5 physical damage and if assuming the target's form +2 power bonus to all defenses until the end of my next turn, while the target is within 2 (optional))

Novice Secondary: Bold Attack (At-Will; +7 vs AC, 1d10+1 physical damage and choose an ally within 5 to make a free BA)

(+9 vs AC, 1d8+1 damage with gun)


ABILITY SCORES[edit]

Str 14 (+2)

Con 16 (+3)

Dex 16 (+3)

Int 16 (+3)

Wis 10 (+0)

Cha 18 (+4)


SKILLS[edit]

Acrobatics +4

Athletics +3+5 (rolls automatic 20's until the end of the encounter)

Conspiracy +4

Insight +1

Interaction* +17

Mechanics +4

Nature +1

Perception +1

Science +8

Stealth +4


GEAR[edit]

Armor: Heavy Armor+Shield

Melee: Heavy 1-Handed Melee (+2, 1d10)

Ranged: Light 1-Handed Gun (Range 10, +4, 1d8)

Other: Explorer's Kit, Canoe, Matches, Local Map, Generator


Omega Tech:

Inertial Armor (O; C; Area 52)

This grey bodysuit protects you from harm. When an attack strikes you, the suit transforms the energy of the attack into potential extra movement.

Armor: Light; Property: You gain a +3 armor bonus to AC and a +1 armor bonus to Reflex.; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage from an attack; Effect: You instead take no damage from the triggering attack, and you can shift 1 square.;

Salvage 2: A 2nd-level charter can salvage the inertial armor. It becomes light armor: +3 armor bonus to AC; +1 armor bonus to Reflex.


Alpha Mutations:

Selected from Deck

Strong as Stone (Dark)

You gain the strength of stone – the good stuff, not that cheap fake tile.

Benefit: You are capable of amazing feats of strength and endurance. You gain a +5 power bonus to Athletics checks and a +3 power bonus to Fortitude.;

Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied , whenever you make an Athletics check, replace the roll with a 20. In addition, the power bonus to Fortitude increases to +5.; 9 or less: You are weakened (save ends).


DESCRIPTION[edit]

BACKGROUND[edit]