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[Gamma World] In the Shadow of Zeus [GM References]

SilverBonesSilverBones Registered User
edited February 2012 in Critical Failures
This is a thread used by the GM of Gamma World - In the Shadow of Zeus.



CURRENT INITIATIVE:

Brad
Sal
Carl
Engineers
Liam
Jellica
Hotaru



ENEMIES:

Engineer Stats:
AC: 14
Fort: 13
Ref: 14
Will: 11

Carl's Stats:
AC: 20
Fort: 17
Ref: 16
Will: 16



PARTY HP TRACKER:

Brad : 10/19
Sal : 4/18
Liam : 26/26
Jellica : 30/30
Hotaru : 28/28


[ B E A R ]
I used to be a King;
now I drag my Throne


GM of Gamma World - In the Shadow of Zeus - [INFO THREAD] - [OOC]
Player of Gaan Ir'Molo in Star Wars: Out in the Black
SilverBones on

Posts

  • SilverBonesSilverBones Registered User
    edited February 2012
    CURRENT PARTY UTILITY BILL

    $58,875.00



    PLAYERS

    Daniant
    Vertroue
    Sakutian
    Dresdenphile
    GoodOmens

    Reserve Players
    El Skid



    THE CHARACTERS

    Dani's Character
    daniant wrote:

    JELLICA
    jely.png

    Bizarre Origins:
    8(Gravity Controller - Primary)
    9(Gelatinous - Secondary)

    Ability Scores:
    Str:16
    Dex: 11
    Con: 18
    Int: 10
    Wiz: 9
    Cha: 18

    Secondary Stats:
    Hit Points: 30
    Bloodied: 15
    Speed: 5 (Heavy Armor)
    Initiative: 1

    Origin Abilities:
    +2 to Dark Overcharge
    +4 to Athletics
    +4 Stealth
    +2 Reflex
    +2 Fortitude
    No damage from Falling
    At the start of each encounter you are invisible until you attack or at the end of the encounter.

    Defenses:
    AC: 18 (Heavy Armor + Sheild)
    Fortitude: 17
    Reflex: 13
    Will: 15

    Skill Bonus:
    Nature

    Skills:
    Acrobatics: +1
    Athletics: +8
    Conspiracy: +1
    Insight: 0
    Interaction: +5
    Mechanics: +1
    Nature: +4
    Perception: 0
    Science: 1
    Stealth: +8

    Stuff:
    Fuel, 10 Gallons
    Water Purifier
    Wagon x2 (Good luck moving them...)

    Powers:
    Gravitational Pulse
    At-will, Dark, Physical, Standard action
    Ranged 10 - 1 creature
    Hit: d20+5 (Constitution attack + level vs. fortitude)
    Damage: 1d10 + 5 (Con mod + 2 x level physical damage) and slowed to the end of of your next turn

    Paralytic Goo
    At-will, Acid, Bio, Standard action
    Melee 1 - One creature
    Hit: d20+5 (Strength attack + level vs. fortitude)
    Damage: 1d8 + 6 (Str Mod + 2x level acid damage), and target slowed to end of next turn

    Alpha Mutation
    Strong as Stone (A; U; Dark) You gain the strength of stone – the good stuff, not that cheap fake tile.
    Benefit: You are capable of amazing feats of strength and endurance. You gain a +5 power bonus to Athletics checks and a +3 power bonus to Fortitude.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied , whenever you make an Athletics check, replace the roll with a 20. In addition, the power bonus to Fortitude increases to +5.; 9 or less: You are weakened (save ends).


    Vertroue's Character
    vertroue wrote:

    HOKARU
    yeti.png

    Bizarre Origins:
    14(Pyrokinetic - Primary)
    20(Yeti - Secondary)

    Ability Scores:
    Str:16
    Dex: 13
    Con: 16
    Int: 8
    Wiz: 18
    Cha: 13

    Secondary Stats:
    Hit Points: 28
    Bloodied: 14
    Speed: 5
    Initiative: 2

    Origin Abilities:
    +2 to Psi Overcharge
    +4 to Interaction
    +4 Nature
    +1 AC
    Resist Fire 10
    Resist Cold 10
    When a creature ends it’s turn adjacent to you, it takes 5 fire damage.

    Defenses:
    AC: 20 (Heavy Armor)
    Fortitude: 14
    Reflex: 12
    Will: 15

    Skill Bonus:
    Interaction

    Skills:
    Acrobatics: +2
    Athletics: +4
    Conspiracy: 0
    Insight: +5
    Interaction: +10
    Mechanics: +0
    Nature: +5
    Perception: +5
    Science: +0
    Stealth: +2

    Stuff:
    Radio Cell Phone
    Wagon x2 (wtf? I guess you guys own a caravan...?)
    Climbers Kit

    Powers:
    Fiery Flare
    At-will, Fire, Psi, Standard action
    Ranged 5 - 1 creature
    Hit: d20+5 (Wisdom attack + level vs. reflex)
    Damage: 2d8+4 (Wisdom Mod + 2x level fire damage)

    Big Claws
    Encounter, Bio, Physical, Minor action
    Melee 1 - 1 creature
    Hit: d20+6 (Strength attack + level +2 vs. AC)
    Damage: 1d10+5 (Strength Mod + 2x level physical damage) and target slowed to end of your next turn while you remain adjacent.

    Alpha Mutation
    Invisibility (A; R; Dark) You can finally fight naked, just like you've always wanted to.
    Benefit: You are invisible. Whenever you attack while Invisible, you give away the square you're attacking from.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you don't give away the square you're in when you attack; 9 or less: Each creature in a close burst 5 except for you becomes invisible until the end of your next turn.


    Sak's Character
    Sakutian wrote:

    SAL E. MANDER
    sal.png

    Bizarre Origins:
    16(Rat Swarm - Primary)
    14(Pyrokinetic - Secondary)

    Ability Scores:
    Str: 18
    Dex: 14
    Con: 6
    Int: 13
    Wiz: 16
    Cha: 7

    Secondary Stats:
    Hit Points: 18
    Bloodied: 9
    Speed: 6
    Initiative: 3

    Origin Abilities:
    +2 to Bio Overcharge
    +4 to Interaction
    +4 to Stealth
    Gain Resist 5 To all Ranged and Melee attacks.
    Gain Vulnerable 5 to all Close and Blast attacks
    Resist Fire 10
    Cannot be Knocked Prone
    When a creature ends it’s turn adjacent to you, it takes 5 fire damage.

    Defenses:
    AC: 15 (Light Armor)
    Fortitude: 15
    Reflex: 13
    Will: 14

    Skill Bonus:
    Conspiracy

    Skills:
    Acrobatics: +3
    Athletics: +5
    Conspiracy: +6
    Insight: +4
    Interaction: +3
    Mechanics: +2
    Nature: +4
    Perception: +4
    Science: +2
    Stealth: +7

    Stuff:
    Pickup Truck (Pulling the 4 wagons perhaps?)
    2 Lanterns (with 16 hours of lamp oil)
    Riding Horse
    Tent
    Binoculars

    Powers:
    Fiery Flare
    At-will, Fire, Psi, Standard action
    Ranged 5 - 1 creature
    Hit: d20+4 (Wisdom attack + level vs. reflex)
    Damage: 2d8+6 (Wisdom Mod + 2x level fire damage)

    Swarm!
    Encounter, Bio, Physical, Standard action
    Melee 1 - 1 creature
    Hit: d20+5 (Dexterity attack + level vs. reflex)
    Damage: 1d8+5 (Dex Mod + 2x level physical damage) and target immobilized until end of next turn.

    Alpha Mutation
    White Dwarf (A; R; Dark) You surround yourself with a shield of intense gravity.
    Minor Action, Personal;

    Effect: Until the end of your next turn, whenever a creature starts its turn within 3 squares of you, you pull it 1 square as a free action, and it can’t move away from you during that turn. In addition, you gain a +2 power bonus to all defenses.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, the range increases to 5 squares, and the power bonus increases to +4.; 9 or less: You are dazed and slowed (save ends both). You can’t save against this effect during the turn you overcharge it.


    Dres's Character

    BRAD
    crashy.png

    Bizarre Origins:
    16(Plastic - Primary)
    14(Hypercognative - Secondary)

    Ability Scores:
    Str: 9
    Dex: 18
    Con: 7
    Int: 15
    Wiz: 16
    Cha: 10

    Secondary Stats:
    Hit Points: 19
    Bloodied: 9
    Speed: 6
    Initiative: 13

    Origin Abilities:
    +2 to Bio Overcharge
    +4 to Acrobatics
    +4 to Insight
    +1 Fortitude
    +3 Reflex
    +8 Initiative Checks
    You can squeeze through a gap 1-inch wide without slowing or provoking opportunity attacks.

    Defenses:
    AC: 18 (Light Armor)
    Fortitude: 11
    Reflex: 18
    Will: 14

    Skill Bonus:
    Conspiracy

    Skills:
    Acrobatics: +9
    Athletics: 0
    Conspiracy: +3
    Insight: +8
    Interaction: +3
    Mechanics: +3
    Nature: +4
    Perception: +4
    Science: +3
    Stealth: +9

    Stuff:
    Climber's kit (x3)
    -Grappling Hook -- can throw 1/2 strength number of squares
    -Hammer
    -Pitons (10)
    -Rappelling Harness
    -Rope (100 ft)
    Binoculars
    Heavy Flashlight
    Fuel, 5 gallons

    Powers:
    Stretchy Arms
    At-will, Bio, Physical, Weapon, Standard action
    Melee 3 - One creature
    Hit: d20+5 + weapon accuracy (Dexterity attack + level + weapon accuracy vs. AC)
    Damage: 1[W]+5 (Dex mod + level physical damage) and pull target 2 squares

    Uncanny Strike
    Encounter, Bio, Physical, Weapon, Standard action
    Melee / Ranged weapon - 1 creature
    Hit: d20+4 + weapon accuracy (Wisdom attack + level + weapon accuracy vs. AC)
    1[W]+4 (Wisdom Mod + level physical damage) and target gives combat advantage until end of next turn.

    Alpha Mutation
    Disintegrating Touch (A; R; Dark, Physical) You cause molecular bonds in whatever you touch to fall apart.
    Standard Action, Melee Touch; Target: One creature or object;

    Attack: Level + Constitution vs. Reflex;
    Hit: 4d10 + twice your level physical damage, and ongoing 10 physical damage (save ends).;
    Special: Objects protected by force fields are immune to disintegration.; Overcharge: When you use this power, you can roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: You also take 2d10 physical damage.


    GoodOmens’ Character
    GoodOmens wrote:

    LIAM
    speedy.png

    Bizarre Origins:
    18(Speedster - Primary)
    18(Engineered Human - Secondary)

    Ability Scores:
    Str: 7
    Dex: 18
    Con: 14
    Int: 16
    Wiz: 12
    Cha: 14

    Secondary Stats:
    Hit Points: 26
    Bloodied: 13
    Speed: 8 (Light Armor)
    Initiative: 5

    Origin Abilities:
    +2 to Psi Overcharge
    +4 to Acrobatics
    +4 to Interaction
    +4 to Science
    +1 Fortitude
    +3 Reflex
    +1 Will
    +2 Speed When Wearing Light or No Armor
    +2 to Omega Tech Checks

    Defenses:
    AC: 18 (Heavy Armor + Sheild)
    Fortitude: 15
    Reflex: 19
    Will: 15

    Skill Bonus:
    Nature

    Skills:
    Acrobatics: +9
    Athletics: -1
    Conspiracy: +4
    Insight: +2
    Interaction: +7
    Mechanics: +4
    Nature: +6
    Perception: +2
    Science: +8
    Stealth: +5

    Stuff:
    Canoe
    Duct Tape
    Fuel, 5 Gallons
    Keelboat

    Powers:
    Quick Attack
    Encounter, Psi, Physical, Weapon, Standard action
    Melee / Ranged weapon - 1 creature
    Hit: d20+5 + weapon accuracy (Dexterity attack + level + weapon accuracy vs. AC)
    Damage: 1[W]+5 (Dex mod + level physical damage) shift two squares both before and after attack

    Bold Attack
    At-will, Physical, Weapon, Standard action
    Melee or Ranged Weapon - 1 creature
    Hit: d20+5 + weapon accuracy (Level + 4 + weapon accuracy vs. AC)
    Damage: 1[W]+1 (Level physical damage) and an ally within 5 squares makes a basic attack as a free action

    Alpha Mutation
    Psychic Illusion (A; C; Psi, Psychic) Now this is a KNIFE!
    Standard Action, close burst 10;

    Effect: You modify one aspect of the environment in the burst, by adding or subtracting a single illusory object. The object must fit within a square, such as a gun, a dead body, a short bridge, and so on. Any creature that interacts with the object reveals it as illusory, but it seems completely real up to that point. The illusion lasts while this card is readied. Overcharge: When you use this power, you can roll a d20; 10+: Any creature that interacts with the illusion takes 5d8+twice your level psychic damage; 9 or less: You take 5d8+twice your level psychic damage.

    SilverBones on

    [ B E A R ]
    I used to be a King;
    now I drag my Throne


    GM of Gamma World - In the Shadow of Zeus - [INFO THREAD] - [OOC]
    Player of Gaan Ir'Molo in Star Wars: Out in the Black
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