Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny Geordy"

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== BASIC STATISTICS ==
 
== BASIC STATISTICS ==
  
XP: 1794 (Level 5)
+
(Level 6)
  
'''HP/Bloodied:''' 42/21
+
'''HP/Bloodied:''' 47/23
  
Initiative: +1
+
Initiative: +4
  
 
Speed: 6+1-1
 
Speed: 6+1-1
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'''Defenses'''
 
'''Defenses'''
  
AC: 19+1
+
AC: 20
  
Fortitute: 19
+
Fortitute: 20
  
Reflex: 16
+
Reflex: 17
  
Will: 17
+
Will: 18
 
 
Resist Cold: 5
 
  
  
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== POWERS ==
 
== POWERS ==
  
'''Novice Primary:''' Ape Rage (At-Will; Shift 2, +11 vs. AC, 2d8+1d6+9 and +2 power bonus to your next attack roll against the target before the end of my next turn)
+
'''Novice Primary:''' Ape Rage (At-Will; Shift 2, +12 vs. AC, 2d12+1d6+10 sonic damage and +2 power bonus to your next attack roll against the target before the end of my next turn)
 +
 
 +
'''Novice Secondary:''' Ectoplasmic Plunge (At-Will; +9 vs Ref, 2d8+15 psychic damage; Effect: Shift 2 squares to any unoccupied square adjacent to the target)
  
'''Novice Secondary:''' Ectoplasmic Plunge (At-Will; +8 vs Ref, 2d8+13 psychic damage; Effect: Shift 2 squares to any unoccupied square adjacent to the target)
+
'''Expert Secondary''' Scattered Essence (Encounter; Imm Rea when bloodied; CB 3; +9 vs Fort, 3d6+6 psychic damage and dazed; Effect: Shift 3 squares to any unoccupied square in the Burst.
  
'''Expert Secondary''' Scattered Essence (Encounter; Imm Rea when bloodied; CB 3; +8 vs Fort, 3d6+5 psychic damage and dazed; Effect: Shift 3 squares to any unoccupied square in the Burst.
+
'''Critical Feature (Ectoplasmic)''' +1d10 damage and regain 8 HP.
  
'''Critical Feature (Ectoplasmic)''' +1d10 damage and regain 7 HP.
+
'''Critical Feature (Simian)''' +1d10 damage and push 2.
  
 
'''Utility power (Simian)''' Monkey Leap (Move, Athletics +5 to jump, enemies adjacent to landing grant CA)
 
'''Utility power (Simian)''' Monkey Leap (Move, Athletics +5 to jump, enemies adjacent to landing grant CA)
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== SKILLS ==
 
== SKILLS ==
 
   
 
   
Acrobatics +3
+
Acrobatics +4
  
Athletics +17
+
Athletics +18
  
Conspiracy +6
+
Conspiracy +7
  
Insight +8
+
Insight +9
  
Interaction +2
+
Interaction +3
  
Mechanics +6
+
Mechanics +7
  
Nature +8
+
Nature +9
  
Perception +12
+
Perception +13
  
Science +6
+
Science +7
  
Stealth +3
+
Stealth +4
  
  
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'''Melee:''' Heavy 2-Handed Melee  
 
'''Melee:''' Heavy 2-Handed Melee  
 +
 +
'''Melee:''' 2x Heavy 2-Handed Melee; +2 acc; 2d12 sonic damage
 +
 +
'''Melee:''' Light 1-Handed Melee 2; +3 acc; 1d10 elec damage and slow uteoynt
  
 
'''Ranged:''' Heavy 2-Handed Ranged  
 
'''Ranged:''' Heavy 2-Handed Ranged  
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'''Omega Tech:'''
 
'''Omega Tech:'''
 
Stun Whip:
 
 
1-H melee (3), +13 vs. AC, 1d10+6 elec  + stun (se)
 
  
 
Omniscient Goggles:
 
Omniscient Goggles:
  
 
Minor Action: X-Ray, Dark and True Vision
 
Minor Action: X-Ray, Dark and True Vision
 
2x Disruptor Pike:
 
 
2-H ranged  (AB 1 within 10), +11 vs. Fort, 3d8+5 sonic + dazed (save ends)
 
  
 
Electrostaff:
 
Electrostaff:
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'''Alpha Mutations:'''
 
'''Alpha Mutations:'''
  
Shaggy Pelt
+
Infravision
  
 
(Bio)  
 
(Bio)  
  
''A thick, yeti-like pelt of hair covers your bodyIt smells like a yeti too.''
+
''You can see thermal energy.  ''
  
Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.;  
+
Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions.  You can also see invisible creatures or objects.;  
  
Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus increase to +2, and you gain resist 10 cold instead of 5.; 9 or less: You become tangled in your own pelt (save ends).  While under this effect, you are slowed and can't shift.
+
Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.
  
  
Hyperactive
+
Phobia Projection
  
(A; R; Psi, Psychic)  
+
(Psi)  
  
''You’re like a 5-year old with a bucket of Halloween candy.''
+
''Soul beshes! Why did it have to be soul beshes?''
  
Standard Action, Personal; Effect: You make an initiative roll. While this card is readied, you act two times each round – once on your original initiative and once on your new initiative.;  
+
Standard action, Ranged 10.; Target: One creature; Attack: + 9 vs Will; Hit: Choose one creature or square within 10 squares of you. During the target's turn, it must move at least 1 square away from that creature or square (save ends). If the target can't move away during its turn, it takes no actions that turn.;  
  
Overcharge: When you use this power, you can roll a d20.; 10+: You gain a +2 power bonus to AC and Reflex while this card is readied.; 9 or less: You become overcharged with energy while this card is readied. While you’re under this effect, if you don’t end your turn at least 5 squares away from the square you started in, you take 10 psychic damage.
+
Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.
  
  
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Geordy looks similar to a gorilla tough with a more human-like stature. His fur is silvery-grey and his body seems a little translucent at times. He's clothed into a 1920ies mobster attire with a thick west acting as armor below his clothing. he carries a strange rifle with a round magazine at the front. All of this is the remnant of a travel into a digital realm where he was reformed to fit into the environment.
 
Geordy looks similar to a gorilla tough with a more human-like stature. His fur is silvery-grey and his body seems a little translucent at times. He's clothed into a 1920ies mobster attire with a thick west acting as armor below his clothing. he carries a strange rifle with a round magazine at the front. All of this is the remnant of a travel into a digital realm where he was reformed to fit into the environment.
  
His movements seems hasty and fast and he also has a very thick pelt, beyond his normal fur.
+
His eyes have a red sheen.
  
 
His clothing consists of leather clothing covered in small metal plates which seem to have been cannibalized from ancient plaques decorated with smiling genetically engineered humans and strange bottles.
 
His clothing consists of leather clothing covered in small metal plates which seem to have been cannibalized from ancient plaques decorated with smiling genetically engineered humans and strange bottles.

Latest revision as of 09:33, 5 May 2011

Geordy is a character played by Ferrus Animus in Snarf's Gamma World Campaign Cuddlesaurus and the Jellybean of Destiny!


BASIC STATISTICS[edit]

(Level 6)

HP/Bloodied: 47/23

Initiative: +4

Speed: 6+1-1


Defenses

AC: 20

Fortitute: 20

Reflex: 17

Will: 18


TRAITS[edit]

Simian: Strength; Bio;

  • +2 to BIO overcharge.
  • +4 bonus to Athletics checks
  • +1 bonus to Fortitude and Reflex
  • +1 speed

Ectoplasmic: Wisdom; Dark;

  • +2 to DARK overcharge
  • +4 bonus to Perception checks
  • while bloodied: resist 5 all


POWERS[edit]

Novice Primary: Ape Rage (At-Will; Shift 2, +12 vs. AC, 2d12+1d6+10 sonic damage and +2 power bonus to your next attack roll against the target before the end of my next turn)

Novice Secondary: Ectoplasmic Plunge (At-Will; +9 vs Ref, 2d8+15 psychic damage; Effect: Shift 2 squares to any unoccupied square adjacent to the target)

Expert Secondary Scattered Essence (Encounter; Imm Rea when bloodied; CB 3; +9 vs Fort, 3d6+6 psychic damage and dazed; Effect: Shift 3 squares to any unoccupied square in the Burst.

Critical Feature (Ectoplasmic) +1d10 damage and regain 8 HP.

Critical Feature (Simian) +1d10 damage and push 2.

Utility power (Simian) Monkey Leap (Move, Athletics +5 to jump, enemies adjacent to landing grant CA)

(-4 attack, 1d12 damage if using rifle) (if using mass pistol for ranged attacks, instead deals 2d6 damage and slows at -5 attack)


ABILITY SCORES[edit]

Str 18 (+4)

Con 10 (+0)

Dex 7 (-2)

Int 13 (+1)

Wis 16 (+3)

Cha 5 (-3)


SKILLS[edit]

Acrobatics +4

Athletics +18

Conspiracy +7

Insight +9

Interaction +3

Mechanics +7

Nature +9

Perception +13

Science +7

Stealth +4


GEAR[edit]

Armor: Heavy Armor

Melee: Heavy 2-Handed Melee

Melee: 2x Heavy 2-Handed Melee; +2 acc; 2d12 sonic damage

Melee: Light 1-Handed Melee 2; +3 acc; 1d10 elec damage and slow uteoynt

Ranged: Heavy 2-Handed Ranged

Ranged: Light 2-Handed Gun (Dabber Rifle x2)

Ranged: Light 1-Handed Gun (Mass Pistol): Ranged 10; 2d6 physical + slowed until the end of my next turn

Other: Duct Tape, Night Vision Goggles, Pickup Truck, Water Purifier, Mini Fridge, 15 Inch Computer Monitor


Omega Tech:

Omniscient Goggles:

Minor Action: X-Ray, Dark and True Vision

Electrostaff:

2-H Melee 1; +11 vs. Reflex, 3d8 + 8 electricity damage, and the target is stunned (save ends)

Inviso Armor:

Light Armor; Minor Action: invisible uteoynt.

Salvage 6


Alpha Mutations:

Infravision

(Bio)

You can see thermal energy.

Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions. You can also see invisible creatures or objects.;

Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.


Phobia Projection

(Psi)

Soul beshes! Why did it have to be soul beshes?

Standard action, Ranged 10.; Target: One creature; Attack: + 9 vs Will; Hit: Choose one creature or square within 10 squares of you. During the target's turn, it must move at least 1 square away from that creature or square (save ends). If the target can't move away during its turn, it takes no actions that turn.;

Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.


DESCRIPTION[edit]

Geordy looks similar to a gorilla tough with a more human-like stature. His fur is silvery-grey and his body seems a little translucent at times. He's clothed into a 1920ies mobster attire with a thick west acting as armor below his clothing. he carries a strange rifle with a round magazine at the front. All of this is the remnant of a travel into a digital realm where he was reformed to fit into the environment.

His eyes have a red sheen.

His clothing consists of leather clothing covered in small metal plates which seem to have been cannibalized from ancient plaques decorated with smiling genetically engineered humans and strange bottles. Over his shoulders slung is a bow made from metal and wood and he has a long piece of chain tied to his belt, with a strange looking pistol on the other side.


BACKGROUND[edit]

Geordy's parents were archaeologists and eager ones at that. Obsessed with learning about the culture of the ancients, they spend much time studying any transcripts they could find, be it about the political struggle of the leader only known as "Canan the Boarbarian" or the exploits of the mischievious hoop "Bugs Buggy". When their son was born and displayed his uncanny speed they named him after one of the mythic heroes of bygone times. A hero known for using his abilities to protect his peers on earth, for saving space princesses from their evil tyrant fathers and for his superior engineering ability saving his spaceship dozens of times. Strifing to fulfill the ideals his parents taught him, Geordy roams between wastes, collecting treasures to create wonderous machinery and helping those in need, if he can't escape unseen.