Cuddlesaurus and the Jellybean of Destiny Tara: Difference between revisions
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Hawkoid (Secondary): Wisdom; Bio; +2 to bio overcharge; +4 bonus to Perception checks; Flight with Speed equal to normal movement, -2 to attack while flying; | Hawkoid (Secondary): Wisdom; Bio; +2 to bio overcharge; +4 bonus to Perception checks; Flight with Speed equal to normal movement, -2 to attack while flying; | ||
Hawkoid Critical: 1d10 Extra Damage and fly your speed as a Free Action. | |||
====Powers==== | ====Powers==== | ||
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====Skills==== | ====Skills==== | ||
Acrobatics + | Acrobatics +2 | ||
Athletics + | Athletics +3 | ||
Conspiracy + | Conspiracy +3 | ||
Insight + | Insight +5 | ||
Interaction + | Interaction +5 | ||
Mechanics + | Mechanics +3 | ||
Nature + | Nature +13 | ||
Perception + | Perception +9 | ||
Science + | Science +3 | ||
Stealth + | Stealth +2 | ||
====Gear==== | ====Gear==== | ||
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====Stats==== | ====Stats==== | ||
HP/Blooded: | HP/Blooded: 35/17 | ||
Speed: 5 | Speed: 5 | ||
AC: | AC: 20 | ||
Fortitude: 18 | |||
Reflex: 13 | |||
Will: 15 | |||
Initiative: +2 | |||
=====Alpha Mutation==== | |||
I, Battery (A; U; Dark, Electricity) You stick your finger insides a piece of discharged equipment and try to make it work again. No Action, Personal; Trigger: You use an Omega Tech card; Effect: You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time while this card is readied.; 9 or less: You experience power overload and you an each creature adjacent to you takes 2d10 electricity damage. | |||
====Omega Tech==== | |||
Gunsight Orbiter (O; U; Area 52) This silver drone hovers in front of your forehead, telepathically imparting targeting data to your mind. Head; Power: Encounter; Free Action, Personal; Trigger: You deal damage with an attack; Effect: The triggering attack deals 2d10 + your Wisdom modifier extra damage to the target.; Salvage 5: A 5th-level character can salvage the gunsight orbiter. It becomes a head item with the following property: You gain a power bonus to damage rolls with ranged attacks equal to your Wisdom modifier. |
Revision as of 14:48, 22 January 2011
Taraxacum
Traits
Plant (Primary): Constitution; Bio; +4 to bio overcharge.; +4 bonus to Nature checks; +2 bonus to Fortitude; Vulnerable 5 (Fire);
Hawkoid (Secondary): Wisdom; Bio; +2 to bio overcharge; +4 bonus to Perception checks; Flight with Speed equal to normal movement, -2 to attack while flying;
Hawkoid Critical: 1d10 Extra Damage and fly your speed as a Free Action.
Powers
Plant Novice: Lashing Creepers
Hawkoid Novice: Terrifying Shriek
Ability Scores
Str 12 (+1)
Con 18 (+4)
Dex 10 (+0)
Int 12 (+1)
Wis 16 (+3)
Cha 16 (+3)
Skills
Acrobatics +2
Athletics +3
Conspiracy +3
Insight +5
Interaction +5
Mechanics +3
Nature +13
Perception +9
Science +3
Stealth +2
Gear
Armor: Heavy Armor:+7 AC, reduced Speed by 1. Bullet-Proof Vase (Not Vest).
Melee: Heavy 2-Handed Melee: +2 Accuracy, uses Str/Con, 2d8+Str/Con+Lv damage. Lawn mower.
Ranged: Heavy 2-Handed Ranged: +2 Accuracy, Str/Con, 2d8+Str/Con+Lv damage, 10 Square range. Water Canon.
Other: laptop, two cell phones, binoculars and a riding horse.
Stats
HP/Blooded: 35/17
Speed: 5
AC: 20
Fortitude: 18
Reflex: 13
Will: 15
Initiative: +2
=Alpha Mutation
I, Battery (A; U; Dark, Electricity) You stick your finger insides a piece of discharged equipment and try to make it work again. No Action, Personal; Trigger: You use an Omega Tech card; Effect: You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time while this card is readied.; 9 or less: You experience power overload and you an each creature adjacent to you takes 2d10 electricity damage.
Omega Tech
Gunsight Orbiter (O; U; Area 52) This silver drone hovers in front of your forehead, telepathically imparting targeting data to your mind. Head; Power: Encounter; Free Action, Personal; Trigger: You deal damage with an attack; Effect: The triggering attack deals 2d10 + your Wisdom modifier extra damage to the target.; Salvage 5: A 5th-level character can salvage the gunsight orbiter. It becomes a head item with the following property: You gain a power bonus to damage rolls with ranged attacks equal to your Wisdom modifier.