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Party Stats & Inventory.

Posted by The ShadowFor group 0
The Shadow
GM, 461 posts
Mon 8 Nov 2010
at 18:14
  • msg #1

Party Stats & Inventory

Name             Origins                 Lvl HP    AC/FO/RX/Wl Sp In Nat Per Wounds Notes
Bedlam Jones     Giant/Mind Coercer       5  08/41 23/21/16/20 06 +6 +06 +06 02/04  Telepathy for all allies within 10
Rose             Plant/Telekinetic        5  09/50 27/21/14/18 05 +5 +07 +03 01/09  Telekinesis 5 squares
Ophelia          Felinoid/Empath          3  10/34 16/14/16/17 07 +8 +04 +04 01/06  Can fall 50ft
Thunderbird      Hawknoid/Electrokentic   3  16/29 17/16/13/18 05 +2 +08 +12 01/04  Fly 5, Literate
Crinkles         Grav Control/Yeti        3  -8/26 21/17/16/13 05 +4 +05 +05 00/09  Resist 10 Cold, No dam. falling
Arcus Starborne  Pyrokinetic/Gravity Con  3  38/38 21/16/16/16 05 +4 +07 +04 01/09  Rst. 10 Fire, Fire 5, No dam. fall

Party Face: Bedlam Jones (Interaction +15)

Inventory:
Fuel:  20 gallons
Food:  18 days
Water:  8 days

Wagon (capacity 1 tn)
Pickup truck, generator (8 hours of fuel)
2 x porker motorbikes

Omega Tech

Bedlam
Inviso Armor (O; R; Area 52) “Yes, I was here the whole time. And I heard everything you said about me!” Armor: Light; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn.; Salvage 6: A 6th-level character can salvage the Inviso Armor. It becomes light armor with the following property: You gain concealment against any creature not adjacent to you. Loses power on 1 in 8 each time used.

Neural Baton (O; R; Area 52) This long, metallic, barbell-shaped rod amplifies your psychic potential. Weapon: 1-hand melee; Power: Encounter Psychic; Standard Action, Melee 2; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed (save ends).; Miss: Half damage.; Salvage 4: A 4th-level character can salvage the neural baton. It becomes a special 1-hand melee 2 weapon: Wis/Cha; +0 accuracy; attacks Will; 2d8 psychic damage. Exhausted 1 in 6.

Rose
Gravity Hammer (O; U; Xi) 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. Loses power on 1 in 4.

Force Shield (O; U; Ishtar) This silver-tinted gauntlet generates a shield-shaped disk of crackling energy that can protect you from most attacks. Arms; Power: Encounter Force; Immediate Interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain resist 20 to all damage until the end of your next turn.; Salvage 6: A 6th-level character can salvage the force shield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to Reflex; you gain resist 3 to all damage while you aren’t granting combat advantage. Exhausted 1 in 6.

Ophelia


Thunderbird
Servo-Assist Armor (O; U; Ishtar)  This form-fitting armor jerks you out of harm's way. Occasionally, it will jerk you around for no reason, usually when you're holding a drink.  Armor: Light; Power: Encounter; Immediate interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.; Salvage 4: A 4th-level character can salvage the servo-assist armor.  It becomes light armor: +4 armor bonus to AC; +1 bonus to speed. Exhausted 1 in 6.

Crinkles
Disruptor Pike (O; C; Ishtar) 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. Exhausted 1 in 4.


To claim
Omniscient Goggles (O; C; Ishtar) You can see what others can't. Head; Power: Encounter; Minor Action, Personal; Effect: Until the end of the encounter, you can see through blocking and obscuring terrain, can see clearly in darkness, and can see invisible creatures. Salvage 4: A 4th level character can salvage the omniscient goggles. It becomes a head item with the following property: You can see clearly in darkness. Exhausted 1 in 8.

Hypno-ray. You did NOT see a blue walrus-man stealing the data disks. It was definitely Venus and swamp gas. Weapon: 1-handed ranged; Power: Encounter; Standard Action Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs Will; Hit: The target is stunned (save ends). Until the end of the encounter, the target is susceptible to suggestion, and anyone making an Interaction check against the target gains a +10 power bonus to the check. Loses power on 1 on 1d6

Mega shotgun. Ability Str/con, accuracy +2, damage 2d10, range 20 squares. However, am changing the range to 10 and adding +2 to damage for this puppy! Also, at 5 or more squares range you can attack two adjacent targets due to weapon spread. +1 ammo
This message was last edited by the GM at 13:20, Wed 24 Apr 2019.
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