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

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(Omega Tech)
 
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Mythic Critical: An ally you can see makes a Basic Attack at +2 as a Free Action.
 
Mythic Critical: An ally you can see makes a Basic Attack at +2 as a Free Action.
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Explosive Critical: 1d10 extra fire and radiation damage, and each creature adjacent to you takes 5 fire and radiation damage.
  
 
====Powers====
 
====Powers====
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Mythic Utility - Miraculous Recovery:  Encounter, Minor Action, Close Burst 1.  You and each ally in burst.  Everyone either makes a Saving Throw or regains HP equal to your level.
 
Mythic Utility - Miraculous Recovery:  Encounter, Minor Action, Close Burst 1.  You and each ally in burst.  Everyone either makes a Saving Throw or regains HP equal to your level.
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Mythic Expert - Divine Judgement: Standard Action, Range 10, 1, 2, or 3 Creatures.  Cha+Lv vs Reflex. 2d6+Cha+Lv Electricity and Sonic damage and Target Dazed until the end of your next turn.
  
 
====Ability Scores====
 
====Ability Scores====
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====Alpha Mutation====
 
====Alpha Mutation====
  
Mind Killer (A; R; Psi, Psychic) You impart a phantasmal image of the most fearsome creature imaginable directly into your foe’s unprotected brain. Standard Action, Ranged 20; Target: One creature; Attack: Level + Charisma vs. Will; Hit: 3d10 + Charisma modifier + twice your level psychic damage, and ongoing 10 psychic damage (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: If the target is bloodied after the attack, it falls unconscious (save ends).; 9 or less: You fall unconscious (save ends). You can’t save against this effect during the turn you overcharge it.
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Hostility (Psi, Psychic) You cause your enemy to regard everyone as a foe.; Standard action, Ranged 10; Target: One creature; Attack: Level +3 vs. Will; Hit: 1d10 + Charisma modifier + twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).; Aftereffect: The target is dazed (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: The target gains a +5 bonus to attack rolls against you while this card is readied.
  
Know-It-All (A; R; Psi) You're good at pretty much everything you do. And you don't mind saying so. Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret. Odd: No effect. Even: The +10 power bonus becomes a -10 penalty instead.
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Cloud the Mind (Psi) Who knows what evil lurks in the hearts of men ... or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends).
  
 
====Omega Tech====
 
====Omega Tech====
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Gunport Armor (O; R: Ishtar) [i]This heavy armor provides good defense, and some good offense too when the gun ports work correctly.[/url] Armor: Heavy; Power: Encounter Physical; Minor Action, Ranged 10; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Constitution modifier + twice your level physical damage.; Salvage 4: A 4th-level character can salvage the gunport armor. It becomes heavy armor: +7 armor bonus to AC; you gain resist 5 physical.
 
Gunport Armor (O; R: Ishtar) [i]This heavy armor provides good defense, and some good offense too when the gun ports work correctly.[/url] Armor: Heavy; Power: Encounter Physical; Minor Action, Ranged 10; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Constitution modifier + twice your level physical damage.; Salvage 4: A 4th-level character can salvage the gunport armor. It becomes heavy armor: +7 armor bonus to AC; you gain resist 5 physical.
 
Rad Armor (O; R: Ishtar) This metallic-black powered suit protects you from harm by releasing a burst of rads at a nearby enemy when you’re damaged. Armor: Heavy; Power: Encounter Radiation; Immediate Reaction, Close Burst 2; Trigger: You take damage; Target: One creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution Modifier + twice your level radiation damage, and the target is weakened (save ends).; Salvage 6: A 6th-level character can salvage the rad armor. It becomes heavy armor: +7 armor bonus to AC; resist 10 radiation.
 
 
Grav Mortar (O; U; Area 52) “It’s called the ‘G-force’ game. Now try to stay on your feet!” Weapon: 2-hand ranged; Power: Encounter Physical; Standard Action, Area Burst 2 within 20; Target: Each creature in burst; Attack: Level +6 vs. Fortitude; Hit: 2d8 damage + Constitution modifier + twice your level physical damage. In addition, you knock the target prone, and the target is immobilized (save ends).; Miss: Half damage, and target is slowed (save ends).; Salvage 8: An 8th-level character can salvage a grav mortar. It becomes a heavy 2-hand ranged 15 weapon: Str/Con; +2 accuracy; 3d8 physical damage; and you knock the target prone.
 
  
 
====Alpha Deck====
 
====Alpha Deck====

Latest revision as of 03:51, 4 May 2011

Talinum[edit]

Talinum.jpg

Traits[edit]

Mythical (Primary): Charisma; Psi; +4 to Psi overcharge; +4 bonus to Interaction checks; +1 to Fortitude, Reflex and Will; Enduring Belief: When you are dying, you aren't unconscious until you fail 1 Death Save.

Explosive (Secondary): Constitution; Psi; +2 to Psi overcharge; +4 to Athletics checks; +1 to Fortitude and Will. When you're Bloodied, every creature that ends its turn in a square adjacent to you takes 3 Fire and Sonic damage.

Mythic Critical: An ally you can see makes a Basic Attack at +2 as a Free Action.

Explosive Critical: 1d10 extra fire and radiation damage, and each creature adjacent to you takes 5 fire and radiation damage.

Powers[edit]

Mythic Novice - Mythic Strike: At-will, Melee or Ranged Weapon, Physical, Psi. Cha+Weapon Accuracy+Lv vs. AC. 1[W]+Lv+Cha modifier Physical Damage, and one ally within 5 squares either makes a Saving Throw with a +2 Bonus or gets 5 Temporary HP.

Explosive Novice- Controlled Demolition: At-Will, Fire, Psi, Sonic. Standard Action, Close Burst 2. Each creature in burst. Con+Lv vs. Reflex. Does 1d6+Con+Lv Fire and Sonic damage, and pushes target 1 square. If you're bloodied, add 1d6 damage.

Mythic Utility - Miraculous Recovery: Encounter, Minor Action, Close Burst 1. You and each ally in burst. Everyone either makes a Saving Throw or regains HP equal to your level.

Mythic Expert - Divine Judgement: Standard Action, Range 10, 1, 2, or 3 Creatures. Cha+Lv vs Reflex. 2d6+Cha+Lv Electricity and Sonic damage and Target Dazed until the end of your next turn.

Ability Scores[edit]

Str 12 (+1)

Con 16 (+3)

Dex 10 (+0)

Int 12 (+1)

Wis 16 (+3)

Cha 18 (+4)

Skills[edit]

Acrobatics +3

Athletics +8

Conspiracy +4

Insight +6

Interaction +15

Mechanics +4

Nature +6

Perception +6

Science +4

Stealth +3

Gear[edit]

Armor: Heavy Armor:+7 AC, reduced Speed by 1. TBA.

Melee: Heavy 2-Handed Melee: +2 Accuracy, uses Str/Con, 2d8+Str/Con+Lv damage. TBA.

Ranged: Heavy 2-Handed Ranged: +2 Accuracy, Str/Con, 2d8+Str/Con+Lv damage, 10 Square range. TBA.

Other: laptop, two cell phones, binoculars and a riding horse.

Stats[edit]

HP/Blooded: 38/19

Speed: 5

AC: 20

Fortitude: 18

Reflex: 14

Will: 19

Initiative: +3

Alpha Mutation[edit]

Hostility (Psi, Psychic) You cause your enemy to regard everyone as a foe.; Standard action, Ranged 10; Target: One creature; Attack: Level +3 vs. Will; Hit: 1d10 + Charisma modifier + twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).; Aftereffect: The target is dazed (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: The target gains a +5 bonus to attack rolls against you while this card is readied.

Cloud the Mind (Psi) Who knows what evil lurks in the hearts of men ... or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends).

Omega Tech[edit]

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.

Gunport Armor (O; R: Ishtar) [i]This heavy armor provides good defense, and some good offense too when the gun ports work correctly.[/url] Armor: Heavy; Power: Encounter Physical; Minor Action, Ranged 10; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Constitution modifier + twice your level physical damage.; Salvage 4: A 4th-level character can salvage the gunport armor. It becomes heavy armor: +7 armor bonus to AC; you gain resist 5 physical.

Alpha Deck[edit]

1. Duality

2. All a Dream

3. Inhabit Corpse

4. Mind Killer

5. Psychic Illusion

6. Psychic Reversal

7. Cloud the Mind

8. Beguiling

9. Confusion

10. Empathic Healing

11. Force Field Generation

12. LMAO

13. Teleportation

14. Hostility

15. Know-It-All

16. Narcolepsy

Omega Deck[edit]

1. Disruptor Pike

2. Cerametal Armor

3. Autodoc

4. Gunsight Orbiter

5. Energized Armor

6. Grav Mortar

7. Photonic Spear

8. Electrostaff

9. Fusion Lance

10. Black Ray Gun

11. Phoenix Neurojack

12. Rad Armor

13. Gunport Armor

14. Omniscient Goggles

15. Jet Boots

16. Marauder Armor