Difference between revisions of "Cuddlesaurus and the Jellybean of Destiny Geordy"
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'''Defenses''' | '''Defenses''' | ||
− | AC: 19 | + | AC: 19+1 |
Fortitute: 19 | Fortitute: 19 | ||
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Will: 17 | Will: 17 | ||
+ | |||
+ | Resist Cold: 5 | ||
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2x Disruptor Pike: | 2x Disruptor Pike: | ||
− | 2-H ranged (AB 1 within 10), +11 vs. Fort, 3d8+ | + | 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 | |
− | ( | + | (Bio) |
− | '' | + | ''A thick, yeti-like pelt of hair covers your body. It smells like a yeti too.'' |
− | + | Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.; | |
− | Overcharge: When you | + | 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. |
Revision as of 05:44, 23 April 2011
Geordy is a character played by Ferrus Animus in Snarf's Gamma World Campaign Cuddlesaurus and the Jellybean of Destiny!
Contents
BASIC STATISTICS
XP: 1794 (Level 5)
HP/Bloodied: 42/21
Initiative: +1
Speed: 6+1-1
Defenses
AC: 19+1
Fortitute: 19
Reflex: 16
Will: 17
Resist Cold: 5
TRAITS
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
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 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; +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 7 HP.
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
Str 18 (+4)
Con 10 (+0)
Dex 7 (-2)
Int 13 (+1)
Wis 16 (+3)
Cha 5 (-3)
SKILLS
Acrobatics +3
Athletics +17
Conspiracy +6
Insight +8
Interaction +2
Mechanics +6
Nature +8
Perception +12
Science +6
Stealth +3
GEAR
Armor: Heavy Armor
Melee: Heavy 2-Handed Melee
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:
Stun Whip:
1-H melee (3), +13 vs. AC, 1d10+6 elec + stun (se)
Omniscient Goggles:
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:
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:
Shaggy Pelt
(Bio)
A thick, yeti-like pelt of hair covers your body. It smells like a yeti too.
Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.;
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.
Hyperactive
(A; R; Psi, Psychic)
You’re like a 5-year old with a bucket of Halloween candy.
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.;
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.
DESCRIPTION
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 while small debris in the air never hits him. It swerves away just at the last moment..
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
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.