Mu Town Mutant Mutiny Trag
Tragicus "Trag" Abstrong is a character played by Snarf in Megazver's Gamma World Campaign
BASIC STATISTICS
XP: 0 (Level 1)
HP/Bloodied: 25/12
Initiative: +0
Speed: 4
Defenses
AC: 18
Fortitute: 15
Reflex: 13
Will: 14
TRAITS
Reanimated: Strength; Dark;
- +2 to dark overcharge.
- +4 bonus to Athletics checks
- Undead Recuperation: Immune to Disease. Whenever you start your turn and have at least 1 hit point, you regain hit points equal to your level.
- Slow: -1 Speed
Electrokinetic: Wisdom; Dark;
- +2 to dark overcharge
- +4 bonus to Mechanics checks
- +2 to Reflex Defense
- Resist Electricity 10
POWERS
Novice Primary: Nasty Bite, At-Will, Std Action, Melee 1, +5 vs Fortitude, Hit: 2d6+7 physical damage. If you score a critical hit, you also regain 6 hit points.
Novice Secondary: Electric Boogaloo, At-Will, Std Action, Melee 1, +4 vs Fortitude, Hit: 1d10+5 electricity damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
ABILITY SCORES
Str 18 (+4)
Con 13 (+1)
Dex 10 (+0)
Int 8 (-1)
Wis 16 (+3)
Cha 16 (+3)
SKILLS
Athletics +9
Insight +8
Mechanics +6
GEAR
Armor: Sweet Tattoos (Heavy, +7 AC, -1 Speed)
Melee: Sledgehammer (Two-Handed Heavy, +7, 2d8+5)
Ranged: Big Shotgun (Two-Handed Heavy Gun, range 10, +7, 2d10+5)
Other: Fishing Pole, Matches x2, Portable Stove, Crowbar x2, Motorcycle, Supercrazy Glue
Omega Tech:
Plasma Sword (O; C; Area 52) When you trigger the hit, a blade of magnetically contained plasma extends from it. Weapon: 1-hand melee; Power: Encounter: Encounter Electricity, Fire; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d10 + Strength modifier + twice your level electricity and fire damage.; Salvage 6: A 6th-level character can salvage the plasma sword. It becomes a heavy 1-hand melee weapon: Str/Con; +2 accuracy; 2d10 electricity and fire damage.
Alpha Mutations:
Narcolepsy (A; C; Psi) Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of its next turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can't save against this effect during the turn you overcharge it.