War. War sometimes changes in really bizarre ways.
In 2012, CERN fired up the Hadron Collider and caused an incident which has been since named the "Big Mistake." To summarize, every possible alternate universe merged into one. In a vast majority of those universes nuclear war broke out between the United States (or entities in the same geographical area) and the Soviet Union (or any other number of damn dirty communists). This is further compounded by realities where first contact was made outside Roswell, New Meixco, and other one wherein the Cubs actually win the Superbowl. A mere instant after the Big Mistakes triggering, reality stabilized and we were left with the cleanup.
It is now 2162, the world as we know it now is long lost and mostly forgotten. Nature has reclaimed much of the cities and landscape, and has birthed new frightening atrocities to defend its province. Humans stick to small tribes and trading towns, and have generally accepted that their entire race is now made up of mutants.
This is a one shot game of Gamma World open to 5 players, whom hopefully have not played this adventure (it's the one from the rulebook). This is mostly being run as a demonstration of Gamma World in action and because I want to see what weird shit happens with people I don't know. As this is a one shot, I will be running the OOC and IC in this thread. OOC will be in italics and grey, such as this.
Deadline for consideration is Friday, November 12.Character Creation
You are at the mercy of
the CHARACTER GENERATOR, just input your values into the template in the spoiler below.
To add Armor and Weapons to your generated mutant, click the approprite menu on the Character Generator and click CHANGE in the top left corner so the generator can recalculate your basic attacks and defenses.
What the items actually
are is for you to determine.
Character Template:
Name:
[PRIMARY ORIGIN] (Primary)
[PRIMARY ORIGIN TRAITS]
[SECONDARY ORIGIN] (Secondary)
[SECONDARY ORIGIN TRAITS]
Statistics:STR XX (+X)
CON XX (+X)
DEX XX (+X)
Int XX (+X)
WIS XX (+X)
CHA XX (+X)
Max Hit Points: XX
Bloodied Value: XX
Initiative: +X
Speed: X
AC: XX
Fortitude: XX
Reflex: XX
Will: XX
Skills:
Acrobatics +X
Athletics +X
Conspiracy +X
Insight +X
Interaction +X
Mechanics +X
Nature +X
Perception +X
Science +X
Stealth +X
PossessionsArmor:Melee Weapon:Ranged Weapon:Other Starting Gear: Explorer's Kit,
PowersBasic Attack
At-Will • Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One Creature
Attack: STR/CON or DEX/INT + Level + Accuracy vs. AC
Hit: 1[W]+ STR/CON or DEX/INT + Level physical damage
[Primary Origin Novice Power]
[Secondary Origin Novice Power]
Be sure to come up with a completely irreverant back story, but not a novel.
Alpha Mutations
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent effects.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter. You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
Omega Tech
Omega Tech are ripped straight from the pages of science fiction. You start the game with one piece of such technology and will be rewarded with more as the adventure continues. Using an Omega Tech during an encounter requires a charge check at the end of an encounter. It's a saving throw to see if you depleted that charge of the item. If passed, you retain the item. If failed, you discard the item unless you are able to salvage it. You may salvage any item with a salvage value that is equal to your level or lower.
Differences From D&D 4TH Edition
There are no healing surges.
Second Wind is a minor action that restores ½ of your hit points, or your bloodied value.
You regain all of your hit points during a short rest.
There are no action points in Gamma World.
If you use gun ammo more than once in an encounter, you run out of ammo when the encounter is over.
Skill checks and attack rolls add the character’s FULL level, not ½ the character’s level.
I should note that Badman is fucking awesome
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Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
Marishka [21/28 HP; Granting Combat Advantage to Adjacent Enemies] moved to e-11 and chucked a boomerang at Badder 3 for 10 damage
Badder Steading Guard 3[12/22 HP; Granting Combat Advantage] shifted to B-11 and fired a clever shot at Marishka for 7 damage.
---->Krondil [0/23 HP; DYING]
Kraft [28/28 HP]
Badder Steading Guard 1
Porker Marauder 1 [16/29 HP]
Lugg [26/26 HP]
83 [23/23 HP; Resist 10 Physical]
Tunnel Rat [25/25 HP]
Red indicates Bloodied.
Round 1 Actions
Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka for 7 damage.
Krondil [0/23 HP; DYING] landed d-10, and slashed at Badder 2 twice for 13 and blinding.
Kraft [28/28 HP] shifted to K-10 and shot Porker 1 for 5.
Badder Steading Guard 1 moved to B-6 and fired Clever Shot at Krondil hitting for 11.
Badder Steading Guard 2 [DEAD; BLINDED] swung a mace at Krondil as well, and missed spectacularly.
Porker Marauder 1 [16/29 HP] moved to E-9 and uses a Minor to Foul Belch on Krondil dealing 12 poison damage, dazing him and felling the furry feathered friend.
Lugg [26/26 HP] charged to F-9 impaled Porker Marauder 1 for 13.
83 [23/23 HP; Resist 10 Physical] pulled to B-8, used Psychic Assault on Badder 2 for 9, killing it.
Tunnel Rat [25/25 HP] moved to I-13, swarmed Porker 2 for 12, killing it.
Porker Marauder 2 COLOR="red"]0/29 HP[/COLOR was engulfed by Ratoids.
Adversaries (Defenses listed for your convience)
Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23
Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, 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 very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
You cause a creature to find hilatiry in everything.
Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).;
Overcharge 10+ The target also falls prone and takes a -5 penalty to savings throws against this power.
9 or less: You also hit yourself with the power.
romanqwerty as Lugg, an Empath Giant
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Pacifying Aura (Level 1): You and each ally adjacent to you never grant combat advantage.
Secondary ORIGIN: Giant
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Just Tough (Level 1): Gain a +2 bonus to Fortitude.
Encumbered Speed (Level 1): You move your speed, even while wearing heavy armor or carrying a heavy load.
Statistics:
STR 16 (+3) CON 14 (+2) DEX 6 (-2)
INT 7 (-2) WIS 12 (+1) CHA 18 (+4)
Max Hit Points: 26 Bloodied Value: 13
Initiative: -1 Speed: 5
AC: 18 Fortitude: 16 Reflex: 9 Will: 15
Skills:
Acrobatics -1
Athletics +8
Conspiracy -1
Insight +6
Interaction +5
Mechanics -1
Nature +6
Perception +2
Science -1
Stealth -1
Possessions
Armor: Stop Sign (Heavy Armor)
Melee Weapon: Signpost (Heavy Two-Handed)
Ranged Weapon: Thrown Signpost (Heavy Ranged)
Other Starting Gear: Explorer's Kit, Wagon, Duct tape, Keelboat
Powers
Melee Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (Signpost)
Target: One Creature
Attack: +6 vs. AC
Hit: 2d8 +4 Physical Damage
Ranged Basic Attack
At-Will • Physical, Weapon
Standard Action Ranged 10 (Thrown Signpost)
Target: One Creature
Attack: +6 vs. AC
Hit: 2d8 +4 Physical Damage
Vitality Transfar (Empath Novice)
Encounter • Psi
Standard Action Ranged 3
Target: One creature
Attack: +5 vs. Fortitude
Hit: The target is weakened until the end of your next turn. In addition, you or one ally within 5 squares of you gains temporary hit points equal to 4.
Brickbat (Giant Novice)
Encounter • Bio, Physical, Weapon
Standard Action Close Burst 1
Requirement: You must be wielding a melee weapon.
Target: Each enemy in burst you can see
Attack: +6 vs. AC
Hit: 2d8+4, and you knock the target prone.
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Unbreakable Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with one another.
Mind Breaker Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes ongoing 5 psychic damage (save ends).
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
STR 9 (-1) CON 11 (+0) DEX 9 (-1)
Int 6 (-2) WIS 12 (+1) CHA 20 (+5)
Max Hit Points: 23 Bloodied Value: 11
Initiative: +0 Speed: 5
AC: 18 Fortitude: 11 Reflex: 10 Will: 20
Skills:
Acrobatics +0
Athletics +4
Conspiracy -1
Insight +2
Interaction +14
Mechanics -1
Nature +2
Perception +2
Science -1
Stealth +0
Possessions
Armor: Full Football Uniform (Heavy Armor)
Melee Weapon: Barbell (Heavy, 2 handed)
Ranged Weapon: Medicine Ball (Heavy, 2 handed)
Other Starting Gear: Explorer's Kit, Night-vision goggles, Canoe, Canoe, Ancient Junk: Kaleidoscope and Camcorder, Binoculars
Powers
Melee Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (Barbell)
Target: One Creature
Attack: +3 vs. AC
Hit: 2d8 +1 Physical Damage
Ranged Basic Attack
At-Will • Physical, Weapon
Standard Action Ranged 10 (Medicine Ball)
Target: One Creature
Attack: +3 vs. AC
Hit: 2d8 +1 Physical Damage
Psychic Assault
At-Will • Psi, Psychic
Standard Ranged 20
Target: One creature
Attack: +6 vs. Will
Hit: 1d10 + 7 psychic damage.
Mental Push
At-Will • Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: 5 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Level 1): Gain a +2 bonus to Reflex.
Feline Speed (Level 1): You gain +1 bonus to speed while wearing light armor or no armor.
Catfall (Level 1): You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Felinoid Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can shift 3 squares as a free action.
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Forseen Consequencees (Level 1): Gain a +2 bonus to Reflex.
Unsurprisable (Level 1): Gain +8 bonus to initiative checks.
Hypercognitive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses until the end of your next turn.
STR 15 (+2) CON 16 (+3) DEX 18 (+4)
Int 9 (-1) WIS 16 (+3) CHA 16 (+3)
Max Hit Points: 28 Bloodied Value: 14
Initiative: +13 Speed: 7
AC: 18 Fortitude: 14 Reflex: 19 Will: 14
Skills:
Acrobatics +5
Athletics +3
Conspiracy +0
Insight +12
Interaction +4
Mechanics +0
Nature +4
Perception +4
Science +0
Stealth +9
Possessions
Armor: Leather jacket(light armor)
Melee Weapon: Incredibly sharp stick(Light, 2-handed)
Ranged Weapon: Boomerang(Light, 1-handed
Other Starting Gear: Explorer's Kit, Binoculars, Ancient Junk: Swim goggles and Garage door opener, Riding horse, Keelboat, Riding horse
Powers
Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (sharp stick)
Target: One Creature
Attack: +8 vs. AC
Hit: 1d12+5
Basic Attack
At-Will; Physical, Weapon
Standard Weapon Ranged 5 (boomerang)
Target: One creature
Attack: +8 vs. AC
Damage: 1d8+5
[Primary Origin Novice Power]
Slashing Claws Felinoid Novice
At-Will • Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: +5 vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + 6 physical damage.
Hit (both attacks): 2d6 + 6 physical damage, and the target is blinded until the start of your next turn.
[Secondary Origin Novice Power]
Uncanny Strike Hypercognitive Novice
Encounter • Psi, Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: +Wisdom + 1 + weapon accuracy vs. AC
Hit: 1[W] + Wisdom + 1 physical damage, and the target grants combat advantage until the end of your next turn.
Primary Origin: Mind Coercer
Mutant Type: Charisma; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
Secondary Origin: Cockroach
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks.
Scurry and Skitter (Level 1): Gain a +2 bonus to Reflex.
Bug Legs (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You can't attack while climbing.
Cockroach Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +4 bonus to AC until the end of your next turn.
Statistics:
STR 12 (+1)
CON 16 (+3)
DEX 14 (+3)
Int 11 (+0)
WIS 11 (+0)
CHA 18 (+4)
Max Hit Points: 28
Bloodied Value: 14
Initiative: +3
Speed: 6
AC: 16
Fortitude: 14
Reflex: 15
Will: 17
Skills:
Acrobatics +3
Athletics +2
Conspiracy +5
Insight +1
Interaction +9
Mechanics +5
Nature +1
Perception +1
Science +1
Stealth +3
Possessions
Armor: Carapace (Light Armour)
Melee Weapon: Cockroach Nibble (Quick Unarmed)
Ranged Weapon: Tiny Rifle (Heavy One Handed)
Other Starting Gear: Explorer's Kit
Powers:
Cockroach Nibble
At-Will • Physical, Weapon
Standard Action Melee
Target: One Creature
Attack: +6 vs. AC
Hit: 1d4+3
Tiny Rifle
At-Will • Physical, Weapon
Standard Action Ranged 5
Target: One Creature
Attack: +6 vs. AC
Damage: 1d10+4
Mental Push Mind Coercer Novice
At-Will • Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 4 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Eau De Roach Cockroach Novice
At-Will • Acid, Bio
Standard Action Melee 1
Target: One creature
Attack: +Constitution + 1 vs. Fortitude
Hit: 2d8 + Constitution + 2 acid damage, and you push the target 1 square.
[PRIMARY ORIGIN] Felinoid
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Level 1): Gain a +2 bonus to Reflex.
Feline Speed (Level 1): You gain +1 bonus to speed while wearing light armor or no armor.
Catfall (Level 1): You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Skill Bonus (Level 1): Gain a +4 bonus to Perception checks.
Flight (Level 1): You have a fly speed equal to your speed. While flying, you take a -2 penalty to attack rolls.
STR 16 (+3) CON 11 (+0) DEX 18 (+4)
Int 10 (+0) WIS 16 (+3) CHA 10 (+0)
Max Hit Points: 23 Bloodied Value: 11
Initiative: +5 Speed: 7. Fly 7
AC: 18 Fortitude: 14 Reflex: 17 Will: 14
Skills:
Acrobatics +5
Athletics +4
Conspiracy +1
Insight +4
Interaction +1
Mechanics +1
Nature +8
Perception +8
Science +1
Stealth +9
Possessions
Armor: Light Ornate leather battle harness studded with brass.
Melee Weapon: light two handed wooden spear, haft wound with copper wire and decorated with parrot feathers.
Ranged Weapon: light two handed small bow.
Other Starting Gear: Explorer's Kit, radio cell phone, 5 gallons fuel, lantern with 8 hours lamp oil.
Powers
Basic Attack
At-Will • Physical, Weapon
Standard Action Melee or Ranged 10, Weapon
Target: One Creature
Attack: +8 vs AC
Hit: 1d12+ 5 physical damage
Slashing Claws
At-Will • Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: +5 vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + 6 physical damage.
Hit (both attacks): 2d6 + 6 physical damage, and the target is blinded until the start of your next turn.
Terrifying Shriek
Encounter • Bio, Psychic
Standard Action Close Burst 2
Target: Each creature in burst
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and you slide the target 1 square.
Traits
Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus(Level 1): Gain a +4 bonus to Stealth checks.
Swarm Defense(Level 1): Gain resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close attacks.
Crawling Mass(Level 1): You can't be knocked prone.
Rat Swarm Critical(Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Secondary Origin: Android(Secondary)
Traits
Mutant Type: Intelligence; Dark; +2 to dark overcharge.
Skill Bonus(Level 1): Gain a +4 bonus to Science checks.
Built to Last(Level 1): Gain a +2 bonus to Fortitude.
Machine Powered(Level 1): You do not eat, drink, or breathe.
Android Critical(Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage to you until the end of your next turn.
Statistics
STR: 10(+0)
CON: 13(+1)
DEX: 18(+4)
INT: 16(+3)
WIS: 11(+0)
CHA: 10(+0)
Max Hit Points: 25 Bloodied Value: 12
Initiative: +5 Speed: 6
AC: 15
Fortitude: 14
Reflex: 15
Will: 11
Skills
Acrobatics: +5
Athletics: +1
Conspiracy: +4
Insight: +1
Interaction: +5
Mechanics: +4
Nature: +1
Perception: +1
Science: +8
Stealth: +9
Possessions
Armor: Dirt Caked Exoskeleton
Melee Weapon: Cybernetic Fangs/Claws
Ranged Weapon: Utility Laser
Other Starting Gear: Explorer's Kit
Adventuring Gear: Riding Horse, Wagon, Wagon, , Climber's Kit, 5 gallons Fuel, Ancient Junk: Stapler and Coloring Book
Powers
Basic Melee Attack: BIte/Scratch
Unarmed,, Quick
+*8 Accuracy vs. AC, 1d4+5 damage
Basic Ranged Attack: Tunneling Blast
Light, One-Handed
+8 Accuracy vs. AC, 1d8 +5 damage, range 5
Swarm
Encounter* Bio, Physical
Standard Action Melee 1
Target: 1 Creature
Attack: +5 vs. Reflex
Hit: 1d8 +6 physical damage, and the target is immobilized until the end of your next turn.
Machine Grip
At-Will* Dark, Physical
Standard Action Melee 1
Target: 1 creature
Attack: +4 vs. Reflex
Hit: 1d10 +5 physical damage, and the target is immobilized until the start of your next turn. If you move to a square that isn't adjacent to the target, the immobilization ends.
I bought Gamma World but so far I've only read the first half of the book; I read nothing of the adventure.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Tunnel Rat
Stats
Traits
Mutant Type: Dexterity; Bio; +2 to bio overcharge.
Skill Bonus(Level 1): Gain a +4 bonus to Stealth checks.
Swarm Defense(Level 1): Gain resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close attacks.
Crawling Mass(Level 1): You can't be knocked prone.
Rat Swarm Critical(Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Secondary Origin: Android(Secondary)
Traits
Mutant Type: Intelligence; Dark; +2 to dark overcharge.
Skill Bonus(Level 1): Gain a +4 bonus to Science checks.
Built to Last(Level 1): Gain a +2 bonus to Fortitude.
Machine Powered(Level 1): You do not eat, drink, or breathe.
Android Critical(Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage to you until the end of your next turn.
Statistics
STR: 10(+0)
CON: 13(+1)
DEX: 18(+4)
INT: 16(+3)
WIS: 11(+0)
CHA: 10(+0)
Max Hit Points: 25 Bloodied Value: 12
Initiative: +5 Speed: 6
AC: 15
Fortitude: 14
Reflex: 15
Will: 11
Skills
Acrobatics: +5
Athletics: +1
Conspiracy: +4
Insight: +1
Interaction: +5
Mechanics: +4
Nature: +1
Perception: +1
Science: +8
Stealth: +9
Possessions
Armor: Dirt Caked Exoskeleton
Melee Weapon: Cybernetic Fangs/Claws
Ranged Weapon: Utility Laser
Other Starting Gear: Explorer's Kit
Adventuring Gear: Riding Horse, Wagon, Wagon, , Climber's Kit, 5 gallons Fuel, Ancient Junk: Stapler and Coloring Book
Powers
Basic Melee Attack: BIte/Scratch
Unarmed,, Quick
+*8 Accuracy vs. AC, 1d4+5 damage
Basic Ranged Attack: Tunneling Blast
Light, One-Handed
+8 Accuracy vs. AC, 1d8 +5 damage, range 5
Swarm
Encounter* Bio, Physical
Standard Action Melee 1
Target: 1 Creature
Attack: +5 vs. Reflex
Hit: 1d8 +6 physical damage, and the target is immobilized until the end of your next turn.
Machine Grip
At-Will* Dark, Physical
Standard Action Melee 1
Target: 1 creature
Attack: +4 vs. Reflex
Hit: 1d10 +5 physical damage, and the target is immobilized until the start of your next turn. If you move to a square that isn't adjacent to the target, the immobilization ends.
Origin
As it turned out the little machines were adept at digging, each of them had been armed with a small head-mounted laser that burrowed through rock with ease. Unfortunately they weren't very keen on the Porkers mixing and matching spare parts out of their kind. The tiny machines rebelled in unison and left the Porkers in laser burned, and thoroughly bloodied tatters.
Now the creatures roam the countryside digging here and there presumably in search of more of their own kind. Or maybe they just like to burn gouge holes in the ground with their lasers.
Physical Description
Behavior
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Lugg
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Pacifying Aura (Level 1): You and each ally adjacent to you never grant combat advantage.
Secondary ORIGIN: Giant
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Just Tough (Level 1): Gain a +2 bonus to Fortitude.
Encumbered Speed (Level 1): You move your speed, even while wearing heavy armor or carrying a heavy load.
Statistics:
STR 16 (+3) CON 14 (+2) DEX 6 (-2)
INT 7 (-2) WIS 12 (+1) CHA 18 (+4)
Max Hit Points: 26 Bloodied Value: 13
Initiative: -1 Speed: 5
AC: 18 Fortitude: 16 Reflex: 9 Will: 15
Skills:
Acrobatics -1
Athletics +8
Conspiracy -1
Insight +6
Interaction +5
Mechanics -1
Nature +6
Perception +2
Science -1
Stealth -1
Possessions
Armor: Stop Sign (Heavy Armor)
Melee Weapon: Signpost (Heavy Two-Handed)
Ranged Weapon: Thrown Signpost (Heavy Ranged)
Other Starting Gear: Explorer's Kit, Wagon, Duct tape, Keelboat
Powers
Melee Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (Signpost)
Target: One Creature
Attack: +6 vs. AC
Hit: 2d8 +4 Physical Damage
Ranged Basic Attack
At-Will • Physical, Weapon
Standard Action Ranged 10 (Thrown Signpost)
Target: One Creature
Attack: +6 vs. AC
Hit: 2d8 +4 Physical Damage
Vitality Transfar (Empath Novice)
Encounter • Psi
Standard Action Ranged 3
Target: One creature
Attack: +5 vs. Fortitude
Hit: The target is weakened until the end of your next turn. In addition, you or one ally within 5 squares of you gains temporary hit points equal to 4.
Brickbat (Giant Novice)
Encounter • Bio, Physical, Weapon
Standard Action Close Burst 1
Requirement: You must be wielding a melee weapon.
Target: Each enemy in burst you can see
Attack: +6 vs. AC
Hit: 2d8+4, and you knock the target prone.
At 8feet tall and the weight of a small car, Lugg is an imposing sight with the remnants of a stop sign tied around his torso and the post he removed it from resting on one shoulder. Get a little closer however and you might notice that he doesn't have the heart of a thug or savage and instead is probably the most kind-natured soul you'll ever come across.While he would never instigate a fight, he's very protective of others and quickly moves to squash those who would harm his 'friends', should he ever manage to make any. Since a very young age he's been larger than everyone else rendering him a bit of an outcast or loner. Consequently he has a complete lack of social skills and carries rudimentary intelligence at best. This routinely sees that he is taken advantage of as he wanders between towns trying to find jobs he can help with and a niche in society to make his own.
83:
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Unbreakable Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with one another.
Mind Breaker Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes ongoing 5 psychic damage (save ends).
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
STR 9 (-1) CON 11 (+0) DEX 9 (-1)
Int 6 (-2) WIS 12 (+1) CHA 20 (+5)
Max Hit Points: 23 Bloodied Value: 11
Initiative: +0 Speed: 5
AC: 18 Fortitude: 11 Reflex: 10 Will: 20
Skills:
Acrobatics +0
Athletics +4
Conspiracy -1
Insight +2
Interaction +14
Mechanics -1
Nature +2
Perception +2
Science -1
Stealth +0
Possessions
Armor: Full Football Uniform (Heavy Armor)
Melee Weapon: Barbell (Heavy, 2 handed)
Ranged Weapon: Medicine Ball (Heavy, 2 handed)
Other Starting Gear: Explorer's Kit, Night-vision goggles, Canoe, Canoe, Ancient Junk: Kaleidoscope and Camcorder, Binoculars
Powers
Melee Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (Barbell)
Target: One Creature
Attack: +3 vs. AC
Hit: 2d8 +1 Physical Damage
Ranged Basic Attack
At-Will • Physical, Weapon
Standard Action Ranged 10 (Medicine Ball)
Target: One Creature
Attack: +3 vs. AC
Hit: 2d8 +1 Physical Damage
Psychic Assault
At-Will • Psi, Psychic
Standard Ranged 20
Target: One creature
Attack: +6 vs. Will
Hit: 1d10 + 7 psychic damage.
Mental Push
At-Will • Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: 5 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Prior to The Big Mistake, Johnny Morrison was living the American Dream. Still a high school student, Johnny was a star running back on the football team. Cheerleaders swooned for him, local parents provided beer for him at parties, nerds throughout the school wrote essays for him and did all of his other homework (for the classes that required it, at least; most teachers simply passed him without question). His glowing smile, piercing eyes and adonis-like physique had netted him a future at a prestigious Ivy-League University. He certainly didn't have the brains for such an accomplishment, but who needs brains when you can charm anyone into doing anything you want?
Unfortunately, his future was cut off by the aforementioned Big Mistake. While making out with one of the less-attractive-but-more-promiscuous cheerleaders in the locker room after a big game, Johnny's high school collapsed around him, sealing him inside for over 100 years. When he finally escaped from his lonesome prison, several changes were evident. His muscles had atrophied from lack of rigorous exercise, and his cranium had expanded to a much larger size than before. However, he was still capable of charming all around him. Women still fawn over his body, and observers rush to him to attend to his needs. All he needs to do is think of someone performing an act for him, and they do it; a power he finds enjoyable and justified. After all, he is God's greatest gift to this Earth, so everyone should be attending to his every whim.
Amusingly, everyone is so enchanted by his presence that no one has noticed yet that he is stupider than a rock jutting out of the sand (no, not that rock, the much stupider one beside it). The fact that he is called 83 is enigmatic, and not a sign that the idiot forgot his own name and thus referred to the number on his jersey (without even realizing that his name is written on the back. He can't see that, after all). People see his immense head and make the assumption that he must be much smarter than them, and are thus willing to obey his commands even when the commands make no sense. After all, they don't have his genius; how can they judge the merits of his ideas? 83's compulsion to bark out orders will eventually lead ruin to all around him.
Submission up in a bit.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
So I guess I'm not jumping in.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
The character creator is simply doing all the random parts of creation for you. Click the link, and 99% of the work is done.
Here's an overview of what it's doing for you.
Marishka:
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Level 1): Gain a +2 bonus to Reflex.
Feline Speed (Level 1): You gain +1 bonus to speed while wearing light armor or no armor.
Catfall (Level 1): You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Felinoid Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can shift 3 squares as a free action.
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Forseen Consequencees (Level 1): Gain a +2 bonus to Reflex.
Unsurprisable (Level 1): Gain +8 bonus to initiative checks.
Hypercognitive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses until the end of your next turn.
STR 15 (+2) CON 16 (+3) DEX 18 (+4)
Int 9 (-1) WIS 16 (+3) CHA 16 (+3)
Max Hit Points: 28 Bloodied Value: 14
Initiative: +13 Speed: 7
AC: 18 Fortitude: 14 Reflex: 19 Will: 14
Skills:
Acrobatics +5
Athletics +3
Conspiracy +0
Insight +12
Interaction +4
Mechanics +0
Nature +4
Perception +4
Science +0
Stealth +9
Possessions
Armor: Leather jacket(light armor)
Melee Weapon: Incredibly sharp stick(Light, 2-handed)
Ranged Weapon: Boomerang(Light, 1-handed
Other Starting Gear: Explorer's Kit, Binoculars, Ancient Junk: Swim goggles and Garage door opener, Riding horse, Keelboat, Riding horse
Powers
Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (sharp stick)
Target: One Creature
Attack: +8 vs. AC
Hit: 1d12+5
Basic Attack
At-Will; Physical, Weapon
Standard Weapon Ranged 5 (boomerang)
Target: One creature
Attack: +8 vs. AC
Damage: 1d8+5
[Primary Origin Novice Power]
Slashing Claws Felinoid Novice
At-Will • Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: +5 vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + 6 physical damage.
Hit (both attacks): 2d6 + 6 physical damage, and the target is blinded until the start of your next turn.
[Secondary Origin Novice Power]
Uncanny Strike Hypercognitive Novice
Encounter • Psi, Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: +Wisdom + 1 + weapon accuracy vs. AC
Hit: 1[W] + Wisdom + 1 physical damage, and the target grants combat advantage until the end of your next turn.
Prior to the Big Mistake, Marishka was...Marishka. A housecat. Content to drink milk and play with yarn. But now, Marishka is...not quite a housecat, but not quite a human either. She roams the vast wastes, looking for...milk and yarn. Ok, she's not the smartest.
You see, the Mistake did quite a number on her brain. One minute, she seems able to have some sort of precognitive ability. The next, she's licking wood because she feels like it.
But she did find a rough-and-tumble jacket to use for protection! She even sharpened her own pointy stick.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Primary Origin: Mind Coercer
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks.
Scurry and Skitter (Level 1): Gain a +2 bonus to Reflex.
Bug Legs (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You can't attack while climbing.
Cockroach Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +4 bonus to AC until the end of your next turn.
Statistics:
STR 12 (+1)
CON 16 (+3)
DEX 14 (+3)
Int 11 (+0)
WIS 11 (+0)
CHA 18 (+4)
Max Hit Points: 28
Bloodied Value: 14
Initiative: +3
Speed: 6
AC: 16
Fortitude: 14
Reflex: 15
Will: 17
Skills:
Acrobatics +3
Athletics +2
Conspiracy +5
Insight +1
Interaction +9
Mechanics +5
Nature +1
Perception +1
Science +1
Stealth +3
Possessions
Armor: Carapace (Light Armour)
Melee Weapon: Cockroach Nibble (Quick Unarmed)
Ranged Weapon: Tiny Rifle (Heavy One Handed)
Other Starting Gear: Explorer's Kit
Powers:
Cockroach Nibble
At-Will • Physical, Weapon
Standard Action Melee
Target: One Creature
Attack: +6 vs. AC
Hit: 1d4+3
Tiny Rifle
At-Will • Physical, Weapon
Standard Action Ranged 5
Target: One Creature
Attack: +6 vs. AC
Damage: 1d10+4
Mental Push Mind Coercer Novice
At-Will • Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 4 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Eau De Roach Cockroach Novice
At-Will • Acid, Bio
Standard Action Melee 1
Target: One creature
Attack: +Constitution + 1 vs. Fortitude
Hit: 2d8 + Constitution + 2 acid damage, and you push the target 1 square.
Backstory:
The "Big Mistake". That's what they call the best day of my life. I mean, of course I was aware of who I was before. I was a cowering little insect known as a Cockroach.
I used to spend my whole life beneath floorboards, only coming out to feed on the slimmest scraps of what was left. I had thought it was a fairly good life. Surprisingly you don't have a lot of intellectual capacity when you're just an insect.
Then that glorious machine was turned on and the so called "Big Mistake" happened. All of the sudden, a million possibilities opened.
I saw worlds where cockroaches had become the dominant life form. Where cockroaches had developed psychic powers and were not forced to hide in the shadows and wait until the lights were off. It was glorious.
And when this so called mistake was over, I experienced the best moment of my life. I had retained some of my psychic powers.
For the first time I could name myself. I went naming myself after what all cockroaches know to be the hight of good eating. Kraft Dinner.
Physically I was the exact same. I was still a tiny cockroache scrabbling on tiny legs, but inside my head I realized that I could manipulate people on an untold level. I could reach into their heads and unlock their minds to mold to my will.
I prospered. I could push and pull especially dumb people into doing what I wanted. I even got some shmuck to make me a miniature and working gun.
Yes. Life after the "Big Mistake" is glorious. I think it's safe to say that I am the most successful cockroach diplomat in the world.
Switch Friend Code: SW-1406-1275-7906
[PRIMARY ORIGIN] Felinoid
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Level 1): Gain a +2 bonus to Reflex.
Feline Speed (Level 1): You gain +1 bonus to speed while wearing light armor or no armor.
Catfall (Level 1): You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Skill Bonus (Level 1): Gain a +4 bonus to Perception checks.
Flight (Level 1): You have a fly speed equal to your speed. While flying, you take a -2 penalty to attack rolls.
STR 16 (+3) CON 11 (+0) DEX 18 (+4)
Int 10 (+0) WIS 16 (+3) CHA 10 (+0)
Max Hit Points: 23 Bloodied Value: 11
Initiative: +5 Speed: 7. Fly 7
AC: 18 Fortitude: 14 Reflex: 17 Will: 14
Skills:
Acrobatics +5
Athletics +4
Conspiracy +1
Insight +4
Interaction +1
Mechanics +1
Nature +8
Perception +8
Science +1
Stealth +9
Possessions
Armor: Light Ornate leather battle harness studded with brass.
Melee Weapon: light two handed wooden spear, haft wound with copper wire and decorated with parrot feathers.
Ranged Weapon: light two handed small bow.
Other Starting Gear: Explorer's Kit, radio cell phone, 5 gallons fuel, lantern with 8 hours lamp oil.
Powers
Basic Attack
At-Will • Physical, Weapon
Standard Action Melee or Ranged 10, Weapon
Target: One Creature
Attack: +8 vs AC
Hit: 1d12+ 5 physical damage
Slashing Claws
At-Will • Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: +5 vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + 6 physical damage.
Hit (both attacks): 2d6 + 6 physical damage, and the target is blinded until the start of your next turn.
Terrifying Shriek
Encounter • Bio, Psychic
Standard Action Close Burst 2
Target: Each creature in burst
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and you slide the target 1 square.
Gather, kittens, and listen, for the moon is dark and it is time to remember. Tonight we tell again the stories of our pride. Of the long ago Sofa Days, when our human slaves devoted their lives to our comfort. We were small in those days, and wingless, but even then we knew we belonged in the skies. We climbed and jumped, when we were not sleeping or feasting, and when we caught a bird we killed it for its insolence in flying above us. Our humans were awestruck by our grace and beauty. They opened cans of fish at our request, brushed our fur and cleaned our toilet boxes.
Then came the first great change - the Allgene revolution. Some very clever cats told their humans to make cats even better, and the humans created a "company". Allgene Pet Creations was its name, and its first products were simple - fish that glowed in the dark. They were easier to catch, but tasted bad. The humans studied and experimented. They made furry snakes. They made birds that sang with the voices of trumpets and violins. They made dogs that walked themselves on rainy nights. And eventually, they gave us wings. Because the only problem with kittens was that there were a few places we could not reach.
Shortly after this came the second great change - the Big Mistake. Some say a winged kitten began living at the Hadron Collider just before it happened. I can't tell you if that's true, but we know that wherever trouble happens, one of us is always nearby. After that, we were bigger, and our paws could grasp things more firmly. We could open our own cans, and we learned speech so that our humans could understand us. But the humans were mostly dead, and the ones that remained stopped serving us.
Now we live in the forest, and eat what we can catch. Life is hard, the Sofa Days but a dim memory. And so each dark moon we gather to remember what we were, to look at what we are, and to dream of what we will become.
PRIMARY ORIGIN: Plant
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Hardened Bark (Level 1): Gain a +2 bonus to Fortitude.
Vulnerable to Fire (Level 1): Whenever you take fire damage, you take 5 extra fire damage.
Plant Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target is immobilized until the start of your next turn.
SECONDARY ORIGIN: Hypercognitive
Mutant Type: Wisdom; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Forseen Consequencees (Level 1): Gain a +2 bonus to Reflex.
Unsurprisable (Level 1): Gain +8 bonus to initiative checks.
Hypercognitive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses until the end of your next turn.
Statistics:
STR 10 (+0) CON 18 (+4) DEX 9 (-1)
Int 10 (+0) WIS 16 (+3) CHA 15 (+2)
Max Hit Points: 30 Bloodied Value: 15
Initiative: +8 Speed: 6
AC: 11 Fortitude: 17 Reflex: 13 Will: 14
Skills:
Acrobatics +0
Athletics +1
Conspiracy +1
Insight +8
Interaction +3
Mechanics +1
Nature +12
Perception +4
Science +1
Stealth +0
Possessions
Armor: None
Melee Weapon: Pottery Smash
Ranged Weapon: Seed Blast
Other Starting Gear: Explorer's Kit
Powers
Basic Attack (Pottery Smash)
At-Will • Physical, Weapon (Heavy Two-Handed)
Standard Action, Melee Weapon
Target: One Creature
Attack: +7 Accuracy vs. AC
Damage: 2d8+5
Basic Attack (Seed Blast)
At-Will • Physical, Weapon
Standard Action, Ranged Weapon (Light One-Handed)
Target: One Creature
Attack: +4 Accuracy vs. AC
Hit: 1d8+ 1 Damage. 5 Range.
Lashing Creepers Plant Novice
Encounter • Bio, Physical
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: +5 vs. Reflex
Hit: 1d6 + 5 physical damage, and the target is slowed until the end of your next turn.
Uncanny Strike Hypercognitive Novice
Encounter • Psi, Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: +6 (melee) / +7 (ranged) vs. AC
Hit: 1[W] + 4 physical damage, and the target grants combat advantage until the end of your next turn.
Backstory:
Fortuitous was just like any other plant before the "Day of Eternal Fall" as all plants that can think call that fateful day. Fortuitous was living a happy life in the Garden of an average American. He was photosynthesizing just like any good plant would.
It happened in a millisecond. All of the sudden Fortuitous could think. He was aware of things outside of his own body. He wasn't entirely focused on photosynthesizing.
Of course fortuitous still didn't have ears or eyes so he spent several days just focusing on feeling this new and glorious world through the power of vibration. He didn't need the conventional senses after all.
Fortuitous realised that if he wanted to do anything with his life he would need to be able to move. Fortuitous fashioned a container for himself out of dirt. He compacted it so that his roots would stay inside this makeshift container. With that, Fortuitous flexed his vines and lifted himself into the world.
Since then, Fortuitous has found a more conventional pot for himself made out of the classic pottery.
He doesn't really have a purpose other than to satiate his eternal curiosity.
Personality:
Fortuitous is not a very conventional traveller. He doesn't have any mutations that change him physically and as such he needs a psychic member of the party to be present at all times to be able to communicate. Fortuitous is intensely curious and he must investigate all new occurances as quickly as possible.
Since Fortuitous is a plant, he has almost no idea what animal and robotic beings are like. This can sometimes lead to ackward conversations as Fortuitous has no idea that humans don't Photosynthesize. He doesn't even know that they don't have leaves because he doesn't have eyes.
Fortuitous also doesn't have a very good grasp of social norms. He's just a plant after all. He has no idea what makes acceptable discussion topics and what doesn't.
I'm going to take 6 of the 7 applicants with the exception of Sakutian. Not a slight against him, but I'm fairly sure he's happy being listed as an alternate when one of you gets inevitably pasted to a wall.
Absolutely.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Switch Friend Code: SW-1406-1275-7906
WHAT YOU SEE:
Krondil is about the size and shape of a panther, but is colored in orange/ gold tabby stripes, with emerald green eyes. Wings about 9 feet long, in the colors of a blue and gold macaw, grow from his shoulders, and his tail is feathered instead of a typical cat tail. His front paws are somewhat handlike, with sharp retractable claws. He moves on two or four legs interchangeably, but usually flies when in a hurry.
Krondil is dressed in barbaric splendor. He wears a leather cuirass studded with brass washers, and carries a long spear decorated with his own feathers. A small bow and a backpack are slung across his shoulders. He owns a Coleman lantern (with 1 bottle of gas) and some sort of radio phone thingy, which would be handy if anyone else on the planet had one. (He also owns 5 gallons of gasoline, which he has buried near his home since it's too heavy to carry - assuming he has a home).
Krondil doesn't know much about civilization or civilized people. He tends to be very direct and to the point, with little patience for subtlety or politeness. Most jokes go right over his head.
WHAT HE'S GOOD AT:
He flies. Good hearing and eyesight; raised in the woods and knows a lot about animals and plants. He flies. Very quiet when he wants to be; a good hunter. Did I mention that he can fly? In a fight, tries to claw the eyes, or flies overhead shooting his bow. Can also give out an unearthly yowl that disorients nearby friends as well as foes.
The most prominent members of the village are:
Acting Cheif Shayel, a collective of slate with neon green veins running through "her."
Mosart, a spastic but genius doctor, or chef. Possibly both. Either.
Grimes, a robot robot mechanic, which is to say he is a robot whom works on robots.
Ahana, a housewife. It's a legitimate occupation, all right?
Game is Live. Please begin any post with your Characters name in bold, and include your sheet in a spoiler in your first post (and an image that can be clipped into a token if you desire). Include any relevant rolls for skills you wish to try while conversing with the townsfolk, and link them (use Invsible Castle or Orokos). I will try to keep the 2nd post of this thread up to date with current information during exploration phases, or the current round and it's actions during combat. When we actually hit the first encounter, I will brief the rules of combat as to how they pertain in this game.
Kraft was pissed off. He had been on his way to Mesa to get himself some new "friends" to Mind Coerce into doing whatever he wanted. But when he got near the town, some robot exploded a little ways away. He'd been showered by shrapnel. A cute and cuddly Cockroach like him could have been seriously hurt!
So he'd stormed into town and Coerced the first person he saw into telling him who made robots around these parts.
According to the townsfolk, the local roboticist was a robot himself. That was a little sick if you asked Kraft, but there was so much wrong in the world it wasn't anything truly weird.
So Kraft went to see this robot. His name was "Grimey" or something. Kraft wanted to ask "Grimer" a few questions about that exploding robot. And he expected to get some answers!
Interaction Check: 1d20+10= 20
Mechanics Check: 1d20+6= 9
Well if there are exploding robots, it makes the most sense to talk to the robot. I'll try to get info out of the Robotic Roboticist.
Character Sheet:
Primary Origin: Mind Coercer
Mutant Type: Charisma; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
Secondary Origin: Cockroach
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks.
Scurry and Skitter (Level 1): Gain a +2 bonus to Reflex.
Bug Legs (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You can't attack while climbing.
Cockroach Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you gain a +4 bonus to AC until the end of your next turn.
Statistics:
STR 12 (+1)
CON 16 (+3)
DEX 14 (+3)
Int 11 (+0)
WIS 11 (+0)
CHA 18 (+4)
Max Hit Points: 28
Bloodied Value: 14
Initiative: +3
Speed: 6
AC: 16
Fortitude: 14
Reflex: 15
Will: 17
Skills:
Acrobatics +3
Athletics +2
Conspiracy +5
Insight +1
Interaction +9
Mechanics +5
Nature +1
Perception +1
Science +1
Stealth +3
Possessions
Armor: Carapace (Light Armour)
Melee Weapon: Cockroach Nibble (Quick Unarmed)
Ranged Weapon: Tiny Rifle (Heavy One Handed)
Other Starting Gear: Explorer's Kit
Powers:
Cockroach Nibble
At-Will • Physical, Weapon
Standard Action Melee
Target: One Creature
Attack: +6 vs. AC
Hit: 1d4+3
Tiny Rifle
At-Will • Physical, Weapon
Standard Action Ranged 5
Target: One Creature
Attack: +6 vs. AC
Damage: 1d10+4
Mental Push Mind Coercer Novice
At-Will • Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 4 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Eau De Roach Cockroach Novice
At-Will • Acid, Bio
Standard Action Melee 1
Target: One creature
Attack: +Constitution + 1 vs. Fortitude
Hit: 2d8 + Constitution + 2 acid damage, and you push the target 1 square.
Image
Switch Friend Code: SW-1406-1275-7906
Ignore adding level to rolls, it's already added into your skill bonuses on your sheet, my apologies.
The cat/human...thing that went by Marishka stumbled into town. She was tired, aggravated, and looking for only one thing in the whole world. MILK.
"How hard is it to find some damn milk!?!" she yelled at no one in particular. Hopefully, this latest collection of mutants would be able to help her.
Sheet:
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Level 1): Gain a +2 bonus to Reflex.
Feline Speed (Level 1): You gain +1 bonus to speed while wearing light armor or no armor.
Catfall (Level 1): You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Felinoid Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can shift 3 squares as a free action.
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Forseen Consequencees (Level 1): Gain a +2 bonus to Reflex.
Unsurprisable (Level 1): Gain +8 bonus to initiative checks.
Hypercognitive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses until the end of your next turn.
STR 15 (+2) CON 16 (+3) DEX 18 (+4)
Int 9 (-1) WIS 16 (+3) CHA 16 (+3)
Max Hit Points: 28 Bloodied Value: 14
Initiative: +13 Speed: 7
AC: 18 Fortitude: 14 Reflex: 19 Will: 14
Skills:
Acrobatics +5
Athletics +3
Conspiracy +0
Insight +12
Interaction +4
Mechanics +0
Nature +4
Perception +4
Science +0
Stealth +9
Possessions
Armor: Leather jacket(light armor)
Melee Weapon: Incredibly sharp stick(Light, 2-handed)
Ranged Weapon: Boomerang(Light, 1-handed
Other Starting Gear: Explorer's Kit, Binoculars, Ancient Junk: Swim goggles and Garage door opener, Riding horse, Keelboat, Riding horse
Powers
Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (sharp stick)
Target: One Creature
Attack: +8 vs. AC
Hit: 1d12+5
Basic Attack
At-Will; Physical, Weapon
Standard Weapon Ranged 5 (boomerang)
Target: One creature
Attack: +8 vs. AC
Damage: 1d8+5
[Primary Origin Novice Power]
Slashing Claws Felinoid Novice
At-Will • Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: +5 vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + 6 physical damage.
Hit (both attacks): 2d6 + 6 physical damage, and the target is blinded until the start of your next turn.
[Secondary Origin Novice Power]
Uncanny Strike Hypercognitive Novice
Encounter • Psi, Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: +Wisdom + 1 + weapon accuracy vs. AC
Hit: 1[W] + Wisdom + 1 physical damage, and the target grants combat advantage until the end of your next turn.
You can just grab any lolcat picture and use it for mine, I'm lazy.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Interaction Check: 1D20+14 = 20
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Unbreakable Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with one another.
Mind Breaker Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes ongoing 5 psychic damage (save ends).
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
STR 9 (-1) CON 11 (+0) DEX 9 (-1)
Int 6 (-2) WIS 12 (+1) CHA 20 (+5)
Max Hit Points: 23 Bloodied Value: 11
Initiative: +0 Speed: 5
AC: 18 Fortitude: 11 Reflex: 10 Will: 20
Skills:
Acrobatics +0
Athletics +4
Conspiracy -1
Insight +2
Interaction +14
Mechanics -1
Nature +2
Perception +2
Science -1
Stealth +0
Possessions
Armor: Full Football Uniform (Heavy Armor)
Melee Weapon: Barbell (Heavy, 2 handed)
Ranged Weapon: Medicine Ball (Heavy, 2 handed)
Other Starting Gear: Explorer's Kit, Night-vision goggles, Canoe, Canoe, Ancient Junk: Kaleidoscope and Camcorder, Binoculars
Powers
Melee Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (Barbell)
Target: One Creature
Attack: +3 vs. AC
Hit: 2d8 +1 Physical Damage
Ranged Basic Attack
At-Will • Physical, Weapon
Standard Action Ranged 10 (Medicine Ball)
Target: One Creature
Attack: +3 vs. AC
Hit: 2d8 +1 Physical Damage
Psychic Assault
At-Will • Psi, Psychic
Standard Ranged 20
Target: One creature
Attack: +6 vs. Will
Hit: 1d10 + 7 psychic damage.
Mental Push
At-Will • Psi, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: 5 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
to the nearest random citizen, after a cybernetic rapid spontaneous disassembly event:
Yowww! What a racket! Are we under attack? What do you mean, "it happens all the time"? How does it explode more than once, does someone put it back together? Or is it a different robot each time? How often does this happen?
sheet:
[PRIMARY ORIGIN] Felinoid
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Catlike Reflexes (Level 1): Gain a +2 bonus to Reflex.
Feline Speed (Level 1): You gain +1 bonus to speed while wearing light armor or no armor.
Catfall (Level 1): You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Skill Bonus (Level 1): Gain a +4 bonus to Perception checks.
Flight (Level 1): You have a fly speed equal to your speed. While flying, you take a -2 penalty to attack rolls.
STR 16 (+3) CON 11 (+0) DEX 18 (+4)
Int 10 (+0) WIS 16 (+3) CHA 10 (+0)
Max Hit Points: 23 Bloodied Value: 11
Initiative: +5 Speed: 7. Fly 7
AC: 18 Fortitude: 14 Reflex: 17 Will: 14
Skills:
Acrobatics +5
Athletics +4
Conspiracy +1
Insight +4
Interaction +1
Mechanics +1
Nature +8
Perception +8
Science +1
Stealth +9
Possessions
Armor: Light Ornate leather battle harness studded with brass.
Melee Weapon: light two handed wooden spear, haft wound with copper wire and decorated with parrot feathers.
Ranged Weapon: light two handed small bow.
Other Starting Gear: Explorer's Kit, radio cell phone, 5 gallons fuel, lantern with 8 hours fuel.
Powers
Basic Attack
At-Will • Physical, Weapon
Standard Action Melee or Ranged 10, Weapon
Target: One Creature
Attack: +8 vs AC
Hit: 1d12+ 5 physical damage
Slashing Claws
At-Will • Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: +5 vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + 6 physical damage.
Hit (both attacks): 2d6 + 6 physical damage, and the target is blinded until the start of your next turn.
Terrifying Shriek
Encounter • Bio, Psychic
Standard Action Close Burst 2
Target: Each creature in burst
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and you slide the target 1 square.
picture, which for some reason i can't send to photobucket:
http://www.facebook.com/photo.php?fbid=1714593468962&set=a.1714593028951.97287.1361963406
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Pacifying Aura (Level 1): You and each ally adjacent to you never grant combat advantage.
Secondary ORIGIN: Giant
Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks.
Just Tough (Level 1): Gain a +2 bonus to Fortitude.
Encumbered Speed (Level 1): You move your speed, even while wearing heavy armor or carrying a heavy load.
Statistics:
STR 16 (+3) CON 14 (+2) DEX 6 (-2)
INT 7 (-2) WIS 12 (+1) CHA 18 (+4)
Max Hit Points: 26 Bloodied Value: 13
Initiative: -1 Speed: 5
AC: 18 Fortitude: 16 Reflex: 9 Will: 15
Skills:
Acrobatics -1
Athletics +8
Conspiracy -1
Insight +6
Interaction +5
Mechanics -1
Nature +6
Perception +2
Science -1
Stealth -1
Possessions
Armor: Stop Sign (Heavy Armor)
Melee Weapon: Signpost (Heavy Two-Handed)
Ranged Weapon: Thrown Signpost (Heavy Ranged)
Other Starting Gear: Explorer's Kit, Wagon, Duct tape, Keelboat
Powers
Melee Basic Attack
At-Will • Physical, Weapon
Standard Action Melee (Signpost)
Target: One Creature
Attack: +6 vs. AC
Hit: 2d8 +4 Physical Damage
Ranged Basic Attack
At-Will • Physical, Weapon
Standard Action Ranged 10 (Thrown Signpost)
Target: One Creature
Attack: +6 vs. AC
Hit: 2d8 +4 Physical Damage
Vitality Transfar (Empath Novice)
Encounter • Psi
Standard Action Ranged 3
Target: One creature
Attack: +5 vs. Fortitude
Hit: The target is weakened until the end of your next turn. In addition, you or one ally within 5 squares of you gains temporary hit points equal to 4.
Brickbat (Giant Novice)
Encounter • Bio, Physical, Weapon
Standard Action Close Burst 1
Requirement: You must be wielding a melee weapon.
Target: Each enemy in burst you can see
Attack: +6 vs. AC
Hit: 2d8+4, and you knock the target prone.
Lugg had arrived at Mesa a few days prior. In exchange for a bit of heavy lifting every now and then, they'd given him food, the odd bit of company and let him make a meagre shelter. For once he was happy to be in a town. They people here didn't much mind that he was intellectually challenged and treated him like a peer. All in all, life was good.
"How hard is it to find some damn milk!?!" Lugg turned around and saw this strange human can hybrid thing looking around town. He walked up to her as non-threateningly as was possible for a giant.
"Lugg....Friend???"
Shayel seems somewhat put off by 83 interrupting her lecture, but continues before acknowledging the giant headed jock, "remember to consider your character's motivations, and really feel those emotions." She sighs a gravelly sigh and points to Mosart, "You want food, you talk to him. I have enough stuff to worry about here, with the damn badders sending their robots to attack us every couple hours."
Klang, mind editing your post to match the others a little better and including your character sheet in a spoiler?
Fortuitous dragged itself along the with its vine-arm things. It had a lot to think about. There had been massive vibrations a little while ago. Something big had happened. Fortuitous had to think to someone about these events.
It noticed a large congregation of consistent vibrations. Excellular! Fortuitous thought. Perhaps someone there will think with me!
Fortuitous dragged itself over to the town. All of the sudden it couldn't think. It's "mind" was being bombarded by a powerful psychic message.
Lugg....Friend???
PRIMARY ORIGIN: Plant
Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Hardened Bark (Level 1): Gain a +2 bonus to Fortitude.
Vulnerable to Fire (Level 1): Whenever you take fire damage, you take 5 extra fire damage.
Plant Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target is immobilized until the start of your next turn.
SECONDARY ORIGIN: Hypercognitive
Mutant Type: Wisdom; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Insight checks.
Forseen Consequencees (Level 1): Gain a +2 bonus to Reflex.
Unsurprisable (Level 1): Gain +8 bonus to initiative checks.
Hypercognitive Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you or an ally within 5 squares of you gains a +2 bonus to all defenses until the end of your next turn.
Statistics:
STR 10 (+0) CON 18 (+4) DEX 9 (-1)
Int 10 (+0) WIS 16 (+3) CHA 15 (+2)
Max Hit Points: 30 Bloodied Value: 15
Initiative: +8 Speed: 6
AC: 11 Fortitude: 17 Reflex: 13 Will: 14
Skills:
Acrobatics +0
Athletics +1
Conspiracy +1
Insight +8
Interaction +3
Mechanics +1
Nature +12
Perception +4
Science +1
Stealth +0
Possessions
Armor: None
Melee Weapon: Pottery Smash
Ranged Weapon: Seed Blast
Other Starting Gear: Explorer's Kit
Powers
Basic Attack (Pottery Smash)
At-Will • Physical, Weapon (Heavy Two-Handed)
Standard Action, Melee Weapon
Target: One Creature
Attack: +7 Accuracy vs. AC
Damage: 2d8+5
Basic Attack (Seed Blast)
At-Will • Physical, Weapon
Standard Action, Ranged Weapon (Light One-Handed)
Target: One Creature
Attack: +4 Accuracy vs. AC
Hit: 1d8+ 1 Damage. 5 Range.
Lashing Creepers Plant Novice
Encounter • Bio, Physical
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: +5 vs. Reflex
Hit: 1d6 + 5 physical damage, and the target is slowed until the end of your next turn.
Uncanny Strike Hypercognitive Novice
Encounter • Psi, Physical, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: +6 (melee) / +7 (ranged) vs. AC
Hit: 1[W] + 4 physical damage, and the target grants combat advantage until the end of your next turn.
Fortuitous is a fern for purposes of tokens.
Klang your picture link is not working, you can email it to evilbadman[at]gmail[dot]com if you want.
Urgh. The robot was programmed like a child. Humanoids are so irresponsible for producing offspring that require long periods of vulnerability and high cognitive function.
When Kraft created his perfect world to emulate the visions of a land under the rule of cockroaches, he would outlaw children.
Kraft had no idea how to talk to a child. This wouldn't do. Perhaps he could try to crawl between the Robots plates of metal and retrieve his data banks directly?
But before Kraft could attempt to attempt this hostile action. A wave of pascifism washed over him.
"Er. Will you tell me who these 'badders' are if I play with you?"
Damn. If only Kraft could ignore that voice in his head.
What the hell did Lugg....Friend??? even mean?
Switch Friend Code: SW-1406-1275-7906
A badder is a mutated, intelligent Badger. They are known to build steadings, which are large, subterranean warrens beneath sturdy stone towers. Generally speaking they are more invasive in their attacks on villages than the current robotic nuisance.
So these badders have robots - expensive robots, and lots of them - and the best use they've thought of is keeping us awake at night by blowing them up? They don't deserve to have robots. We should take them away before they use them all up. If I had this many robots, I'd have them build a house. A great tall house, with balconies. And pillars supporting the balconies. And wrap the pillars in carpet.
"MILK!!!"
Marishka rushes down Ahana, eagerly awaiting a bowl with her big, kind-of-human-kind-of-feline eyes. It's not as endearing as when a normal housecat does it, but she's hoping it's enough.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Lugg decides to follow his newly acquired cat-friend and approaches Ahana to see if he can help with anything.
"Lugg...Help??" he says enthusiastically while crudely miming picking a box up..
MAIN QUEST ADDED: INVESTIGATE THE SOURCE OF THE ROBOTS appears on the screen. What screen? Practically any intact monitor in the area.
Added tokens for everyone but Lugg. I'm trying to find something appropriate that isn't Klungo. You can stay in Mesa and see if anyone else may have more information about the Badder Steading, or you can venture forth.
Edit: in a pinch, this'll do I guess.
i can haz lazers?