The Mu Town Mutant Mutiny The Waitress: Difference between revisions

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====Alpha Mutation====
====Alpha Mutation====


TBA
Invisibility (A; R; Dark) You can finally fight naked, just like you've always wanted to. Benefit: You are invisible. Whenever you attack while Invisible, you give away the square you're attacking from.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you don't give away the square you're in when you attack; 9 or less: Each creature in a close burst 5 except for you becomes invisible until the end of your next turn.


====Omega Tech====
====Omega Tech====


TBA
None.


====Alpha Deck====
====Alpha Deck====
Line 106: Line 106:
9. Explode!
9. Explode!


10. Time slide
10. Vampiric Healing


11. Kinetic Absorption
11. Kinetic Absorption
Line 120: Line 120:
16. Redirection
16. Redirection


17. Vampiric Healing
====Omega Deck====
 
1. Mass Pistol
 
2. Omniscient Goggles
 
3. Cerametal Armor
 
4. Autodoc
 
5. Gunsight Orbiter
 
6. Energized Armor
 
7. Photonic Spear
 
8. Diskthrower
 
9. Jet Boots
 
10. Repeating Gauss Rifle
 
11. Neural Baton
 
12. Phase Cape
 
13. Black Ray Gun
 
14. Phoenix Neurojack


====Omega Deck====
15. Gunport Armor


TBA
16. Screaming Meemie

Latest revision as of 09:41, 4 April 2011

The Waitress[edit]

Traits[edit]

Ectoplasmic (Primary): Wisdom; Dark; +4 Dark overcharge; +4 bonus to Perception. When Bloodied, gain Resist 5 to all damage.

Temporal (Secondary): Wisdom; Dark; +2 Dark Overcharge; +4 bonus to Conspiracy; +2 AC; +5 Initiative.

Powers[edit]

Ectoplasmic Novice - Ectoplasmic Plunge: At-Will, Dark, Psychic. Standard Action, Melee 1, 1 creature. Wis+Lv vs. Reflex. 2d8+Wis+Twice Lv Psychic damage. Effect: You Shift 2 squares to any unoccupied square adjacent to the target.

Temporal Novice - Temporal Fugue: Dark, Physical, Teleportation. Standard Action. Melee or Ranged weapon. 1 creature. At-Will. Atttack: Wisdom+Level+Accuracy vs. Reflex. Hit: 1W+Wisdom+Lv Physical damage, teleport target 4 squares, and target is dazed until the end of your next turn

Ability Scores[edit]

Str 12 (+1)

Con 12 (+1)

Dex 12 (+1)

Int 12 (+1)

Wis 20 (+5)

Cha 13 (+1)

Skills[edit]

Acrobatics +5

Athletics +2

Conspiracy +5

Insight +6

Interaction +2

Mechanics +2

Nature +6

Perception +10

Science +2

Stealth +2

Gear[edit]

Heavy Armor: +7 AC, reduced Speed by 1.

Light 2-Handed Melee: +3 Accuracy (uses Dex/Int to hit), 1d12+Dex/Int damage.

Light 2-Handed Range Weapon +3 Accuracy (uses Dex/Int to hit), 1d12+Dex/Int damage, Range of 10.

Other: First Aid kit, Compass, Crowbar, Steel Mirror, Motorcycle

Stats[edit]

HP/Blooded: 27/13

Speed: 5

AC: 20

Fortitude: 12

Reflex: 12

Will: 16

Initiative: +7

Alpha Mutation[edit]

Invisibility (A; R; Dark) You can finally fight naked, just like you've always wanted to. Benefit: You are invisible. Whenever you attack while Invisible, you give away the square you're attacking from.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you don't give away the square you're in when you attack; 9 or less: Each creature in a close burst 5 except for you becomes invisible until the end of your next turn.

Omega Tech[edit]

None.

Alpha Deck[edit]

1. Hands of Time

2. Hands of Power

3. I, Battery

4. Phase Strike

5. Body of Light

6. Invisibility

7. White Dwarf

8. Das Gamma Auge

9. Explode!

10. Vampiric Healing

11. Kinetic Absorption

12. Life Leech

13. Reflexive Teleport

14. Gravity Well

15. Phasing

16. Redirection

Omega Deck[edit]

1. Mass Pistol

2. Omniscient Goggles

3. Cerametal Armor

4. Autodoc

5. Gunsight Orbiter

6. Energized Armor

7. Photonic Spear

8. Diskthrower

9. Jet Boots

10. Repeating Gauss Rifle

11. Neural Baton

12. Phase Cape

13. Black Ray Gun

14. Phoenix Neurojack

15. Gunport Armor

16. Screaming Meemie