Mu Town Mutant Mutiny Trag

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Revision as of 13:40, 11 March 2011 by Snarf (talk | contribs) (GEAR)
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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.