Cuddlesaurus and the Jellybean of Destiny!: Difference between revisions
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! width="25" align="center" | Will | ! width="25" align="center" | Will | ||
! width="25" align="center" | Init | ! width="25" align="center" | Init | ||
! align="center" | Resistance | |||
! align="center" | Vulnerability | |||
! align="center" | Notes | ! align="center" | Notes | ||
|- | |- | ||
| [[Cuddlesaurus and the Jellybean of Destiny Mao| Mao Whiskerton]] | | [[Cuddlesaurus and the Jellybean of Destiny Mao| Mao Whiskerton]] | ||
| 20 || 15 || 19 || 15 || +7 | | 20 || 15 || 19 || 15 || +7 || Resist Melee/Ranged 5 || Vulnerable Area/Close 5 || Cannot be knocked prone | ||
|- | |- | ||
| [[Cuddlesaurus and the Jellybean of Destiny Sharps| Sharps]] | | [[Cuddlesaurus and the Jellybean of Destiny Sharps| Sharps]] | ||
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|- | |- | ||
| [[Cuddlesaurus and the Jellybean of Destiny Gabada DeMonestra | Gabada DeMonestra]] | | [[Cuddlesaurus and the Jellybean of Destiny Gabada DeMonestra | Gabada DeMonestra]] | ||
| 18 || 15 || 15 || 16 || +5 || Resist Fire 10 | | 18 || 15 || 15 || 16 || +5 || Resist Fire 10; Resist Melee/Ranged 5 || Vulnerable Area/Close 5 || Aura 1: Fire Damage 5; Cannot be knocked prone | ||
|} | |} | ||
Revision as of 23:18, 23 January 2011
This is the wiki for Snarf's Gamma World Campaign, Cuddlesaurus and the Jellybean of Destiny!
Threads
Characters
Name | AC | Fort | Ref | Will | Init | Resistance | Vulnerability | Notes |
---|---|---|---|---|---|---|---|---|
Mao Whiskerton | 20 | 15 | 19 | 15 | +7 | Resist Melee/Ranged 5 | Vulnerable Area/Close 5 | Cannot be knocked prone |
Sharps | 20 | 14 | 18 | 17 | +6 | |||
Geordy | 19 | 13 | 20 | 15 | +14 | |||
ShopCop 6000 | 15 | 14 | 15 | 14 | +1 | |||
He-Who-Hits | 17 | 15 | 13 | 18 | +3 | |||
Taraxacum | 20 | 18 | 13 | 15 | +2 | |||
Gabada DeMonestra | 18 | 15 | 15 | 16 | +5 | Resist Fire 10; Resist Melee/Ranged 5 | Vulnerable Area/Close 5 | Aura 1: Fire Damage 5; Cannot be knocked prone |
D&D4E to Gamma World Cheat Sheet
- Add +1 per level to d20 rolls, instead of +1 per 2 levels.
- Second Wind is a minor action and restores your bloodied value in hit points.
- You can make someone else use their Second Wind with a standard action. No skill check required.
- Ammunition tracking is abstract. If you fire a gun once an encounter, you are "conserving ammo." If you fire it more than once, you are "going bananas" and will be out of ammo at the end of the encounter.
Resources
Gamma World Power Lists - Roll on these tables to generate Alpha Mutations and Omega Tech.
Gamma World Card List - The full text of the Gamma World power cards.