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02:27, 2nd May 2024 (GMT+0)

Chas

Chas (Computerized Humanoid Adaptive System)
‘Origins’ (AI/Android) Level 10
Initiative +11, Passive Perception 21, Passive Insight 21, Normal Vision Darkvision with Omniscient Goggles
Hit Points 71; Bloodied 35 (Second Wind gets an extra +20HP due to Battle Hardened)
Armor Class 28; Fortitude 27, Reflex 28; Will 25
(Defenses are for with Salvaged Shuntshield 'Skin tight'  [Light] armor)
Resist 10 Electricity, Fire due to Plasma Deflector.
Can replace the result of any saving throw with a result of 10 due to Artificial Blood.
Speed 6
Stats: Str 12 Con 14 Dex 10 Int 20 Wis 12 Cha 08
Skills
Training: AI: +2 bonus to Conspiracy, Mechanics, Nature, Science; Android: +4 Science; Chosen: +4 Athletics
Acrobatics (Dex):10  Athletics (Str):15  Conspiracy (Int):17  Insight (Wis):11  Interaction (Cha):09
Mechanics (Int):19  Nature (Wis):13  Perception (Wis):11  Science (Int):23  Stealth (Dex):10
Overcharge Bonuses Gets a +2 bonus to Psi and Dark. Gets a +2 bonus to see if Omega Tech Burns out and for Overcharge checks related to Misfit Tech.
Critical Hits Bonuses (Gains both on a critical hit, i.e. a natural 20.)
AI Critical:+1d10 extra damage and the target and each robot Chas can see becomes dazed until the end of Chas' next turn.
Android Critical:+10 extra damage and the target grants combat advantage to Chas until the end of the encounter.
Origin Traits
Mutant Type:Intelligence/Intelligence; Psi/Dark Source (Omega Tech)
Encrypted Mind: Chas gains a +2 bonus to Will
Active Subroutines: Chas does not grant combat advantage while dazed. Chase can take one standard action on his turn while stunned.
Built to Last: Chas gains a +2 bonus to Fortitude
Machine Powered: Chas does not need to eat, drink, or breathe.

Basic Attack
At-Will * Standard Action * Physical, Weapon * Melee or Ranged Weapon * Target: 1 Creature
Attack: [Heavy] Str/Con (+2) or [Light] Dex/Int (+5) + level (10) + weapon Accuracy (+2/+3)  +18 (for Light Weapons) vs. AC.
Hit: 1[W] + [Heavy] Str/Con (+2) or [Light] Dex/Int (+5) + level (10) physical damage, unless weapon does a different damage type.

Salvaged Screaming Meemie: Two-handed Light Ranged 20 weapon (+3 acc): +18 vs. Fortitude: 3d6+15 Sonic Damage and target is weakened until the end of Chas' next turn.
Melee Basic: Quick Attack, Unarmed (+3 acc): +18 vs. AC: 1d4+10 Physical Damage.
Novice Powers
Blue Screen of Death Chas' optical interface becomes a blue color flickering with nonsensical white text.
At-Will * Standard Action * Psi, Psychic * Close Blase 3 * Target: Each Creature in blast
Attack: Intelligence (5)+level(10) (+15) vs. Will
Hit: 1d10+Intelligence Modifier (5)+Chas' level(10) [1d10+15] psychic damage, and the target takes a -2 penalty to attack rolls until the end of Chas' next turn.
Machine Grip When Chas gets a hand on an enemy, his grip tightens like a steel-jawed vise.
At-Will * Standard Action * Dark, Physical * Melee 1 * Target: 1 Creature
Attack: Intelligence (5)+level(10) (+15) vs. Reflex
Hit: 1d10 + Intelligence Modifier (5) + twice Chas' level (20) physical damage [1d10+25] and the target is immobilized until the start of Chas' next turn. If Chas moves to a square that isn't adjacent to the target, the immobilization ends.
Utility Powers
Master Control Program Anything you can do, I can do more efficiently.
Encounter * Psi * Immediate Reaction * Personal
Trigger: An ally hits an enemy with an attack.
Effect: Chas can roll twice on his next attack roll against the triggering enemy before the end of Chas' next turn, and can use either result.
Be My Battery Thank you for the charge. I'm feeling much better now.
Encounter * Immediate Interrupt * Dark * Personal
Trigger: Chas takes Electricity, Fire, Laser, or Radiation damage.
Effect: Chas gains immunity to the triggering damage type u8ntil the start of his next turn. Chas also gains 10+his Intelligence Modifier(5) Temporary Hit Points. (Chas gains 15 Temporary Hit Points.)
Expert Powers
End of Line Chas' electronic processors surge with power, making those around him obey Chas' will.
Encounter * Electric, Psi * Standard Action * Close Burst 2
Target: Each creature in burst
Attack: Intelligence (5)+level(10) (+15) vs. Will
Hit: The target is dominated until the start of Chas' next turn. At the start of Chas' next turn, the target takes electric damage equal to twice Chas' level (20 Electric damage).
Dark Energy Meltdown Chas can channel the energy that sustains him for use in harming his foes.
Encounter * Standard Action * Dark, Radiation * Close Burst 2
Target: Each creature in burst
Attack: Intelligence (5)+level(10) (+15) vs. Fortitude
Hit: 2d10+ Intelligence Modifier (5)+Chas' level(10) radiation damage. [2d10+15]
Effect: The target is slowed until the start of Chas' next turn.

Uber Feature Gain an additional 3 points of Permanent Omega Tech gear.
Feats: Sleepless, Iron Will, It's Technical, Omega Wizard (Effect applies to non-permanent Omega Tech and 'misfit tech'), Battle hardened, Great Fortitude
Equipment Slots
Omega Tech Items
Waist: Artificial Blood [Permanent Tech]
This small unit is attached to Chas' lower back and injects nanobots into Chas' body when he needs a boost. Waist; Power: Consumable; Free Action, Personal; Trigger: You start your turn; Effect: Until the end of the encounter, whenever you roll a saving throw, you can replace the result of the roll with a 10.
Ring: Plasma Deflector [Permanent Tech]
This white ceramic ring is cold to the touch. You can use it to deflect electricity and fire attacks to other targets. Ring; Property: You gain resist 10 electricity and resist 10 fire.; Power:Encounter * Radiation; Immediate Interrupt, Personal; Trigger: You take electricity or fire damage.; Effect: You gain resist 10 electricity and resist 10 fire until the end of the encounter, and you can make the following ranged 10 attack: Target: One creature; Attack: Level + 6 (+16) vs. Reflex; Hit: 3d8 + level radiation damage (10).
Rifle Hound [Permanent Tech]
This metallic robot follows you around on three steel legs. Chas calls it "Spot". 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 (+16) vs. Reflex; Hit: 3d8 + Chas' level (10) laser damage.(3d8+10 Laser Damage)
Head: Salvaged Omniscient Goggles
Salvaged Property: Chas can see clearly in darkness (Grants Darkvision)
Armor: Salvaged Dimensional Shuntshield
Salvaged Property: This functions as light armor: +3 armor bonus to AC and Reflex and +1 armor bonus to Fortitude.
Two-Handed Light Ranged Weapon: Salvaged Screaming Meemie
Salvaged Property: This functions as a two-handed light ranged 20
weapon: Dex/Int; +3 accuracy; targets Fortitude; 3d6 sonic damage, and the target is weakened until the end of your next turn.

Alpha Mutations[Can ready 3 at once.]
Teleportation(Psi, Teleportation) “Engage Transporter.”
Bamf! Benefit: You can teleport 10 squares during your turn as a move action.; Special: You can expend this power to teleport 1000 squares (1 mile) as a move action.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, you also teleport each creature within 5 squares of you 10 squares (or 1 mile if you expend the power).; 9 or less: While this card is readied, at the start of each of your turns, you teleport 1d6 squares in a random direction as a free action.
Duality(Psi)“My Processor can focus on multiple tasks at once.”
"You divide your consciousness to allow yourself to do two things at once." Benefit: You gain an extra action during each of your turns. You can only use this action to make a basic attack or to move.; Overcharge: When you use this power, you can roll a d20; 10+: You gain two extra actions instead of one.; 9 or less: Chas manifests a nasty split personality based on his original programming. While this card is readied, roll a d6 at the start of each of your turns. On a 1-3, the original programming is in charge and he attacks your nearest ally during your turn.
Super Genius(Psi)“It's Elementary for an intelligence being such as myself.”
Go ahead and say it: "SOOOPER GENIUS!" Benefit: You gain a +2 power bonus to AC, Reflex, attack rolls that use Intelligence, Conspiracy, Mechanics, and Science checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +4 while this card is readied.; 9 or less: You are stunned by the stupidity of others until the end of your turn.
Dark Matter Shroud(Dark)“Don't fear the darkness, fear what it conceals.”
At your command, motes of dark matter settle on your body. Minor action; Personal; Effect: You gain concealment until the end of the encounter. Overcharge: When you use this power, you can roll a d20. 10+: While this card is readied, you gain total concealment until you are damaged by an attack; 9 or less: You are blinded and dazed (save ends both). You can't save against this effect during the turn you overcharge it.
Radio Head(Dark)“Can you hear me now?”
You've got a song stuck in your head. And so does everyone else. Benefit: You can receive and broadcast analog radio signals. You can transmit any sound you can imagine or are currently hearing, including voice communications and sound. You have a range of 10 miles.; Overcharge: When you start your turn, you can roll a d20; 10+: Your range increase to 50 miles instead of 10.; 9 or less: You unconsciously broadcast a hostile radio signal that incites anger in all nearby sentient machines and robots. It also draws mobile sentient machines and robots within 1 mile of your location to you.
Metal Body(Dark)“My body may be metallic, but it doesn't rust.”
"Hey tin man, enough with the squeaking. And do something about that glare!" Benefit: Your skin changes to shiny, banded metal. You gain a +1 power bonus to AC, and your maximum hit point value increase by 15.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus to AC increases to +2, and your maximum hit point value increases by 30 instead of 15.; 9 or less: Your metal skin grows too thick, and you make like a metal statue (save ends). While under this effect, you are stunned.
I, Battery(Dark, Electricity)“I can recharge that.”
You stick your finger insides a piece of discharged equipment and try to make it work again. No Action, Personal; Trigger: You use an Omega Tech card; Effect: You can use the Omega Tech card one additional time during the encounter. Do not roll to see if the Omega Tech burns out after the triggering use.; Overcharge: When you use 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 experience power overload and you an each creature adjacent to you takes 2d10 electricity damage.
Shimmershield(Dark, Healing)“I guess it's due to my magnetic personality.”
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).
Forcefield Generation(Psi) “Halt, I cannot permit you to go there.”
Chas projects an invisible, impenetrable wall of force nearby. Minor Action, Area Wall 12 within 10 squares; Effect: You create an invisible wall of force up to 12 squares long. The wall is up to 4 squares high, and it lasts until the end of your next turn. It blocks all movement and line of effect.; Overcharge: When you use this power you can roll a d20.;10+: While the wall exists, you can spend a minor action at the start of your turn to make the wall persist until the end of your next turn.; 9 or less: You are dazed until the end of your next turn.
Know-It-All(Psi) “When you have been around as long as I have, you learn a few things.”
You're good at pretty much everything you do. And you don't mind saying so. Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret. Odd: No effect. Even: The +10 power bonus becomes a -10 penalty instead.

**Mundane Gear**: Everything else in the base Chas maintains.