The Lovely And Talented Miss Aminita

From RPGnet
Revision as of 13:18, 12 March 2011 by Unka Josh (talk | contribs) (Alpha)
Jump to: navigation, search

Aminita

Plaguebearer/Fungoid

Lv 1

Stats

Str: 15 (+2)

Con: 20 (+5)

Dex: 9 (-1)

Int: 14 (+2)

Wis: 9 (-1)

Cha: 13 (+1)

Defenses

AC: 18

Fort: 18

Ref: 13

Wil: 14

HP: 35 Bloodied: 17

Powers

+6 Bio Overcharge

Immune to Disease

Resist 10 Necrotic

Healing Spores: Once per turn, when Aminita regains HP, each ally within 3 squares regains 1 HP.

Infected Touch: At-Will, Std Action, Melee 1, +6 vs Fortitude, +8 if target is taking Ongoing Damage. Hit: 1d10+7 Necrotic, and until the end of Aminita's next turn, they are Slowed and cannot take Immediate or Opportunity actions.

Toxic Spores: At-Will, std Action, Close Burst 1, each enemy in burst. +6 vs. Fortitude. 1d6+6 Poison and target grants Combat Advantage until end of next turn.

Skills

Athletics +7

Interaction +6

Science +7

Gear

Motorcycle

First Aid Kit

Steel Mirror

Lighter

Hockey Pads

Hockey Stick (+8 vs. AC, 2d8+6 damage)

Hockey Pucks (+8 vs. AC, 2d8+6 Damage, range 10)

Decks

Alpha

Adaptive Resistance

(Bio) That which does not kill us makes me stronger. Shame about you, though... Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 10 to the damage type of the triggering attack while this card is readied; Overcharge: When you use this power, you can roll a d20; 10+: You are immune to that damage type instead while this card is readied; 9 or less: You also gain vulnerable 5 to all other damage types while this card is readied.

Fast Healing

(Bio, Healing) "It was only a scratch." Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hit points. In addition, when you take a second wind, you regain 10 additional hit points.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.; 9 or less: You are covered in scar tissue from too much healing(save ends). While under this effect, you are slowed and take a -2 penalty to attack rolls. You can't save against this effect during the turn you overcharge it.

Quills

(Bio, Physical) You sprout hundreds of needle-sharp quills. Immediate reaction, Melee 1.; Trigger: An enemy targets you with a melee attack; Target: The triggering enemy; Attack: Level + 5 vs AC; Hit: 1d12 + Strength modifier + twice your level physical damage, and the target takes a -2 penalty to attack rolls (save ends).; Effect: You can use this power a second time while this card is readied.; Overcharge 10+: The target also takes ongoing 5 physical damage (save ends).; 9 or less: You make the attack against yourself and each creature within 3 squares of you. Discard this power after the attack.

Rubbery Skeleton

(Bio) Your bones and flesh become rubbery and stretchable. Benefit: You gain resist 5 physical, and your melee reach increases by 1.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain resist 10 physical instead of 5.; 9 or less: You collapse in a boneless heap (save ends). While under this effect, you are immobilized and can't attack.

Adrenal Rage

(A; C; Bio) You flood your nervous system with adrenaline and fly into a berserk rage. Minor Action, Personal; Effect: While this card is readied, you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls with melee attacks, but you can’t make ranged or area attacks.; Overcharge: When your start your turn, you can roll a d20.; 10+: The power bonus to damage rolls increases to +10.; 9 or less: You must attack your nearest ally during your turn (save ends).

Dart Cough

(A; C; Bio, poison) That's one nasty cough! Standard action, ranged 10; Target: One creature; Attack: Level+5 vs. AC; Hit: 2d10+twice your level poison damage, and ongoing 10 poison damage (save ends); Overcharge: When you hit or miss with this power, you can roll a d20; 10+: You can use this power a second time while this card is readied; 9 or less: You take 3d10 poison damage, and ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.

Proboscis

(A; C; Bio, Healing, Physical) Your nose grows into a two-foot long stabbing weapon that siphons vital fluids from your foe. No, really. Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied. Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).

Sonic Screech

(A; U; Bio, Sonic) You screech with the hunting call of a hawk, magnified 500 times by mutant cords in your throat. Standard Action, Close Blast 3; Target: Each enemy in blast; Attack: Level + Constitution vs. Reflex; Hit: 4d6 + Constitution modifier + twice your level sonic damage, and the target is deafened and weakened (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 2d6 extra sonic damage, and you deal half damage on a miss.; 9 or less: You hit yourself with the attack. In addition, you can’t speak while this card is readied.

Healing Roots

(A; U; Bio, Healing) You extrude rootlike tendrils into the ground, drawing nourishment. No Action, Personal; Trigger: You use a second wind or start your turn unconscious.; Effect: You regain hit points equal to your bloodied value. Until the end of your next turn, you are immobilized and ignore forced movement effects.; Overcharge: When you use this power, you can roll a d20.; 10+: You end all conditions affecting you.; 9 or less: The effect gains the following aftereffect: You are immobilized (save ends).

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).

Fire Wings

(A; R; Bio, Fire) You sprout wings of fire! Benefit: You manifest fire wings and gain a fly speed of 8. In addition, once while this card is readied, you can shift 4 squares as a standard action and make a melee basic attack against each different creature you move adjacent to during the shift. Each attack deals 1d6 extra fie damage.; Overcharge: When you start your turn, you can roll a d20; 10+: You can shift 8 squares instead of 4; 9 or less: You fall prone instead of shifting.

Explosive Pods

(A; R; Bio, Fire) You grow a seed pod from your body that you can pull off and throw. Standard Action, Area Burst 2 within 10 squares; Target: Each creature in burst; Attack: Level + Strength vs. Reflex; Hit: 3d8 Strength modifier + twice your level fire damage, and you knock the target prone. Overcharge: When you hit with this power, you can roll a d20; 10+: You grow a new pod at the start of your next turn and can use this power a second time while this card is readied.; 9 or less: You also accidentally cause another pod on your body to explode. Make another attack again, centered on your own square.

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.

Omega

Flash Neurojack

Mk 1 Power Armor

Mindbore Orbiter

Disrupter Pike

Force Axe

Cerametal Armor

Autodoc

Gunsight Orbiter

Energized Armor

Grav Mortar

Hospice Beacon

Gravity Hammer

Electrostaff

Fusion Lance

Phoenix Neurojack

Plasma Sphere

Rad Armor

Gunport Armor

Rifle Hound