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

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(Mao Whiskerton)
(Mao Whiskerton)
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  Alpha:
 
  Alpha:
93. Das Gamma Auge (A; R; Dark, Radiation) You have “The Gamma Eye” – whatever you look at, you fry. Standard Action, Ranged 20; Target: One creature; Attack: Level + Dexterity vs. Fortitude; Hit: 5d10 + Dexterity modifier + twice your level radiation damage, and the target is dazed and slowed (save ends both).; Miss: Half damage; Overcharge: When you hit with this power, you can roll a d20.; 10+ The attack deals double damage.; 9 or less: You take radiation damage equal to your bloodied value.
+
46. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge
  
 
  Omega:
 
  Omega:

Revision as of 06:48, 22 January 2011

Back to Cuddlesaurus and the Jellybean of Destiny!


Mao Whiskerton

Level 2, XP: 653


Felinoid Rat Swarm


TRAITS:

Felinoid:

Dexterity; Bio; 
+2 to bio overcharge; 
+4 bonus to Stealth checks; 
+2 bonus to Reflex; 
+1 bonus to speed while wearing light armor or no armor. You take no damage from falls of 50 feet or less, and you always land on your feet when you fall. 

Rat Swarm:

Dexterity;
Bio; +2 to bio overcharge;
+4 bonus to Stealth checks;
Resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close at tacks. You can't be knocked prone. 

CRITICAL (LEVEL 2): Rat Swarm Critical *

+1d10 and -2 to attack roll of enemy until end of next turn

CRITICAL (LEVEL 6): Felinoid Critical

+1d10 and shift 3 spaces

POWERS:

Novice Primary: SLASHING CLAWS 

You rake at your foe's face with a lightning-fast flurry of razor-sharp claws. At-Will @ Bio, Physical Standard Action Melee 1 Target: One creature Attack: Dexterity + your level vs. Reflex. Make the attack two times. Hit (one attack): ld6 + Dexterity modifier + twice your level physical damage. Hit (both attacks): 2d6 + Dexterity modifier + twice your level physical damage, and the target is blinded until the start of your next turn .

Novice Secondary: SWARM! 

You swarm across your foe, biting it dozens of times as you tangle its limbs. Encounter @ Bio, Physical Standard Action Melee 1 Target: One creature Attack: Dexterity + your level vs. Reflex Hit: 1d8 + Dexterity modifier + twice your level physical damage, and the target is immobilized until the end of your next turn.


Utility (Level 3): Pounce *
Expert (Level 5): Killing Bite *
Utility (Level 7): Cover More Ground
Expert (Level 9): Death By A Thousand Bites

ABILITY SCORES:

STR: 12 (+1)
DEX: 20 (+5)
WIS: 16 (+3)
CON: 12 (+1)
INT: 9  (-1)
CHA: 10 (+0)


SKILLS:

Acrobatics	+7
Athletics	+3
Conspiracy	+1
Insight		+5
Interaction     +2
Mechanics       +1
Nature		+5
Perception	+5
Science		+5
Stealth		+15
Perception Passive: 15
Insight Passive: 15

GEAR:

Armor: Light Armor * AWESOME ZORRO OUTFIT
Melee: Light One-handed Melee * RAPIER FROM A MUSEUM
Ranged: Light One-handed Ranged * ARMORED KITTEN PROJECTILE
Other: Explorer's kit *, Bolt cutter, Radio cell phone, Generator (8 hours of fuel),  Electric blanket, Skateboard
HIT POINTS 29/12
SPEED 
AC 20 (10+L2+Armor3+Dex5)
FORT 15 (10+L1+Radioactive2+Con1)
REFLEX 19(10+L1+Felinoid2+Dex5)
WILL 15(10+L1+Wis3)
INITIATIVE +7
AttBon.		Attack		Dam.Dice	Dam.Bonus
+10	Unarmed Quick Attack	1d4	+7
+5	Unarmed Powerful	          1d8	+3
+10	Light 1h Melee		1d8	+7
+10	Light 1h Ranged (5)	1d8	+7
Alpha:

46. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge

Omega:

38. Laser Whip (O; C; Xi) This long, flexible whip is formed from a beam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee 5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage.

62. Autodoc (O; U; Area 52) This shiny metal belt whirrs and clicks. Sometimes it dispenses colored pills that make you feel better. Waist; Power: Encounter Healing; Minor Action, Personal; Effect: You regain 10 hit points. In addition, until the end of the encounter, you regain 5 hit points at the start of each of your turns, if you have at least 1 hit point.; Salvage 2: A 2nd-level character can salvage the autodoc. It becomes a waist item with the following property: Your maximum hit points increase by 5.


Deck:

Flurry of Bodies

Flurry of Bodies

Das Gamma Auge

Das Gamma Auge

Inhabit Corpse

Redundant Organs

Accelerated Claw

Card Descriptions:

42. Accelerated Claw (A; U; Bio, Physical) You slide around your foes like a zephyr and claw at them at will. Standard Action, Melee 1; Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end your movement there.; Target: One creature; Attack: Level + Dexterity vs. AC; Hit: 4d8 + Dexterity modifier + twice your level physical damage.; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical damage.; 9 or less: You fall prone.

46. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.

81. Redundant Organs (A; R; Bio) Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market. Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +2 bonus to all defenses while this card is readied.; 9 or less: Your new organs don’t fully function and you are dazed (save ends).

93. Das Gamma Auge (A; R; Dark, Radiation) You have “The Gamma Eye” – whatever you look at, you fry. Standard Action, Ranged 20; Target: One creature; Attack: Level + Dexterity vs. Fortitude; Hit: 5d10 + Dexterity modifier + twice your level radiation damage, and the target is dazed and slowed (save ends both).; Miss: Half damage; Overcharge: When you hit with this power, you can roll a d20.; 10+ The attack deals double damage.; 9 or less: You take radiation damage equal to your bloodied value.

95. Inhabit Corpse (A; R; Healing, Psi) You project your mind into a recently dead body, taking it for your own. Immediate Interrupt, Personal; Trigger: An enemy bloodies you or drops you to 0 hit points or fewer.; Effect: Choose any humanoid corpse within 10 squares of you to inhabit. You alter the corpse to be identical to your old self and the corpse becomes you. In addition, you regain hit points equal to your bloodied value. Your gear remains with your old body, which dies.; Overcharge: When you use this power, you can roll a d20.; 10+ You are restored to maximum hit points instead, and you can stand up (in your new body) as a free action.; 9 or less: You are dazed (save ends).