The Lovely And Talented Miss Aminita

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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

When you plug this shiny metallic device into the back of your neck, the world slows to a snail's pace. Neck; Power: Encounter; Minor Action; Effect: You gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter.

Mk 1 Power Armor

This slightly used metallic suit protects you from harm. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn; Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes heavy armor: +8 armor bonus to AC, +1 armor bonus to Reflex and Fortitude.

Mindbore Orbiter

As this tiny silver drone circles your head, it continually yammers on about what those around you are thinking. It can get pretty annoying. Head; Power: Encounter Psychic; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Intelligence modifier + twice your level psychic damage.; Salvage 4: A 4th-level character can salvage the mindbore orbiter. It becomes a head item with the following property: You can communicate telepathically with any creature within 5 squares of you.

Disruptor Pike

This 5-foot-long weapon projects lethal vibrations that emanate at a distance. Weapon: 2-hand ranged; Power: Encounter Sonic; Standard Action, Area Burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Constitution modifier + your level sonic damage, and the target is dazed (save ends).; Salvage 4: A 4th-level character can salvage the disruptor pike. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d12 sonic damage.

Force Axe

This powered axe is capped by a 20-inch semicircle of glowing blue force. Weapon: 2-hand melee; Power: Encounter Force; Standard Action, Close Burst 1; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d10 + Strength modifier + twice your level force damage, and you push the target 1 square.; Salvage 6: a 6th-level character can salvage the force axe. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 3d8 force damage, and you push the target 1 square.

Cerametal Armor

This ceramic-metal suit protects you from harm and braces you against being knocked on your butt. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: An attack knocks you prone or subjects you to forced movement; Effect: You aren’t knocked prone or subjected to forced movement from the triggering attack. In addition, you gain resist 5 to all damage against the triggering attack.; Salvage 2: A 2nd-level character can salvage the cerametal armor. It becomes heavy armor: +7 armor bonus to AC; +1 bonus to Fortitude.

Autodoc

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.

Gunsight Orbiter

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.

Energized Armor

This suit of black alloy and metal mesh is powered by a dark matter energy cell. The cell also generates a force shield for a short time. Armor: Heavy; Power: Encounter Force; Minor Action, Personal; Effect: You establish a force shield. While the shield is functional, you gain resist 10 to all damage. Whenever you take damage, roll a d20. On a 9 or less, the effect ends.; Salvage 6: A 6th-level character can salvage the energized armor. It becomes heavy armor: +7 armor bonus to AC; +1 armor bonus to all other defenses.

Grav Mortar

“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.

Hospice Beacon

This one-foot high gleaming pyramid of golden allow creates a field that accelerates healing. Held Item; Power: Encounter Healing, Zone; Minor Action, Close Burst 2; Effect: You and each ally within the burst regain 10 hit points. In addition, the burst becomes a zone that lasts until the end of your next run. Whenever you or an ally regains hit points while within the zone, that character regains 5 additional ht points. While the zone exists, you can spend a standard action during your turn to make the zone persist until the end of your next turn.

Gravity Hammer

This hammer uses gravitational attraction to accelerate your blows tenfold! Weapon: 2-hand melee; Power: Encounter Physical; Standard Action, Close Burst 5; Target: One creature in burst; Attack: Level + 6 vs. Fortitude; Hit: You pull the target 4 squares. If the target is adjacent to you after the pull, it takes 6d8 + Strength modifier + twice your level physical damage, and you knock yourself and the target prone.; Salvage 8: An 8th-level character can salvage the gravity hammer. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d12 + Strength modifier physical damage, and you knock the target prone.

Electrostaff

The electromagnetic pulse generators in each end of this staff deliver an electrifying punch to your foes. Weapon: 2-hand melee; Power: Encounter Electricity; Standard Action, Melee 1; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution modifier + twice your level electricity damage, and the target is stunned (save ends).; Salvage 6: A 6th-level character can salvage theelectrostaff. It becomes a heavy 2-hand melee weapon: Str/Con; +2 accuracy; 3d8 + Constitution modifier electricity damage, and the target is slowed until the end of your next turn.

Fusion Lance

This ornate metallic lance glows with sun-hot plasma. Weapon: 2-handed ranged; Power: Encounter * Electricity, Fire; Standard Action Ranged 10; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 4d8 + Constitution modifier + twice your level electricity and fire damage.; Salvage 9: A 9th-level character can salvage the fusion lance. It becomes a heavy 2-hand ranged 10 weapon: Str/Con; +2 accuracy; 3d10 electricity and fire damage.

Phoenix Neurojack

When you’re near death, this device releases a flood of nanobots into your bloodstream to bring you back. Neck; Power: Encounter Healing; No Action, Personal; Trigger: You drop to 0 hit points or fewer; Effect: You regain hit points equal to your bloodied value, and you are dazed until the end of your next turn.; Salvage 7: A 7th-level character can salvage the phoenix neurojack. It becomes a neck item with the following power.; Immediate Interrupt, Personal; Trigger: You drop to 0 hit points or fewer for the first time during an encounter.; Effect: You regain hit points equal to your bloodied value and are stunned until the end of your next turn.

Plasma Sphere

This small cannon generates white-hot plasma bombs encased in guided magnetic fields. Weapon: 2-hand ranged; Power: Encounter Electricity, Fire; Standard Action, Area Burst 2 within 20; Attack: Level + 6 vs. Reflex; Special: This attack ignores blocking terrain (like walls).; Hit:4d8 + Strength Modifier + your level electricity and fire damage.; Miss: Half damage; Salvage 8: A 8th-level character can salvage the plasma sphere. It becomes a heavy 2-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d12 electricity and fire damage, and each creature adjacent to the target takes damage equal to your level.

Rad Armor

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.

Gunport Armor

This heavy armor provides good defense, and some good offense too when the gun ports work correctly. 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.

Rifle Hound

This metallic robot follows you around on three steel legs. You call it “Tripod.” Power: Encounter Laser; Standard Action; Effect: You activate the rifle hound in an adjacent square. The hound occupies 1 square. Enemies can’t move through its space, but allies can. Whenever you move, you can move the hound up to 6 squares as a free action. The hound’s defenses are all 20. If a single attack deals 20 or more damage to the hound, the hound makes an attack against you and then is destroyed. You can make the following attack with the hound once per round.; Minor Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + your level laser damage.