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Welcome to A Struggle for Hope

21:01, 2nd May 2024 (GMT+0)

Matt

Matt Jaguar
‘Origins’ (Felinoid/Speedster) Level 10
Initiative +15, Passive Perception 24, Passive Insight 21, Lowlight
Hit Points 69; Bloodied 34
Armor Class 29; Fortitude 23, Reflex 35 Will 21
Speed 9
Uber: Alpha Card Uber (Hyper Balance).

STR: 14(+2/+12)  CON: 12(+1/+11)
DEX: 20(+5/+15)  INT: 10(+0/+10)
WIS: 12(+1/+11)  CHA: 8 (-1/ +9)

Skills
Trained in: Acrobatics(Origin), Stealth(Origin), Athletics(Pick).
Acrobatics* (Dex):19  Athletics* (Str):18  Conspiracy (Int):10  Insight (Wis):11  Interaction (Cha):9
Mechanics (Int):10  Nature (Wis):11  Perception (Wis):14  Science (Int):10  Stealth* (Dex):19

Overcharge Bonuses: Gets a +2 bonus to Bio, +2 Bonus to Psi Overcharge.

Critical Hits Bonuses (Gains both on a critical hit, i.e. a natural 20.)
Speedster Critical: Basic Attack as free action.
Felinoid Critical: +1d10 Extra Damage and I can Shift 3
Origin Traits

Mutant Type: DEX/DEX; Psi/Bio
Speedster+Felinoid Defense: +4 bonus to Reflex.
Speedster Skill: +4 Acro
Felinoid Skill: +4 Stealth
Speedster+Felinoid Speed: +3 Speed when wearing Light or No Armor.
Catfall: I Take No Damage from falls of 50 Feet or less, and always land on my feet from a fall.
Basic Attacks:

Unstable Vibroblade: +18 Vs. AC; 2d8+15 DMG.
Diskthrower: +18 Vs. AC; 2d8+15 DMG, r15.
Freeze Ray:+ 18 Vs. AC; 2d8+15 Force DMG, r25.

Unarmed: +18 Vs. AC; 1d4+15 DMG
Mundane One Hand Melee: +18 Vs. AC; 1d8+15 DMG
Mundane One Handed Ranged: +18 Vs. AC; 1d8+15 DMG, r15.
Felinoid Powers

[M] Slashing Claws (Standard; At-Will) * Bio, Physical
Attack: 15 Vs. Reflex; ,Two attacks Vs One Target.
One Hit: 1d6+25 DMG.
Two Hit: 2d6+25 DMG, and Target is Blinded Until Start Of My Next Turn.

Pounce (Move; Encounter) * Bio
Effect: You Jump tiles = Speed, either vertically or Horizontally.

Killing Bite (Standard; Encounter) * Bio, Physical
Attack: 15 Vs. Reflex; 3d10+25 DMG.
Effect: The Target Falls Prone, if they stand before end of My Next Turn while I am Adjacent, they take 10 DMG.
Special: Can be used as a Charge.
Speedster Powers

[M/R] Quick Attack (Standard; Encounter) * Physical, Weapon.
Effect: Can Shift 2 Before Attack.
U Vibroblade: 18 Vs. AC; 2d8+15 DMG
Hit: Can Shift 2 after attack.

Whizzer (Minor; Encounter) *
Effect: Shift My Speed(9)

[M] Swift Pummel (Standard; Encounter) * Physical, Weapon
Attack: One Target, FOUR 1W attacks.
U Vibroblade: +20 Vs. AC; 2d8 DMG
Omega Tech:


P1: Artificial Blood(U)a  [Ninja Baby Vaccinations]
P2: a
P3: Unstable VibroBlade(C) [What It Says On The Tin]

S1: Discothrower(U)b [Shuriken Launcher, maybe cyber hand]
S2: b
S3: Shuntshield(C)
S4: Freeze Ray(C)[Insert Gun here.]
S5: Fizz Nerujack(C) [Eh, it's just +2 Athletics Neck item.]

  PERMA TECHS:
(Perma Tech) #17/77 Artificial Blood [Ninja Baby Vaccinations] With all the poison and sharp objects and other health hazards, Ninja's have a comprehensive health plan. (Booster, Uncommon, Xi): 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.

(Perma) #1/41 Unstable Vibroblade We prefer the term 'Ancestral Weapon'. It's still plenty sharp, but the Super Electronic Ninja Death Blade Isn't what it used to be. (Base, Common, Area 52): Weapon: 2-hand melee; Power: Encounter Force, Physical; Standard Action, Melee 1; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 + Dexterity modifier + twice your level force damage, and ongoing 5 physical damage (save ends).; Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack.. Salvage 3: A 3rd-level character can salvage the Unstable Vibroblade. It becomes A light 2-hand melee weapon: Dex/Int; +3 accuracy; 2d8 physical damage.
  Encounter Attack Calc: 16 Vs. Fort; 3d6+25 Force DMG, Hit; Ongoing 5 Physical DMG (Save Ends).


  SALVAGE TECHS:
(Salvage) #42/7 Dimensional Shuntshield [Flak Vest] Just durable enough to matter. (Legion, Common, Area 52):  Armor: Light; Property: You gain a +4 armor bonus to AC, and a +1 armor bonus to Fortitude and Reflex. Power: Encounter; Immediate interrupt; Personal; Trigger: You take damage from an attack; Effect: Reduce the damage you take from the triggering attack by 10. Salvage 6: A 6th-level character can salvage the shuntshield. It becomes light armor: +4 armor bonus to AC; +1 armor bonus to Fortitude and Reflex.
 Custom Rules Results: +1 Extra AC, +1 Extra Fort, Reflex. (Armor Totals +3 Ac, +1 Fort, +3 Reflex)

(Salvage) #11/71 Diskthrower [Original Flavor!] "This mechanical gauntlet lets you fling a spinning, diamond-sharp metal disk Shuriken at your foe." (Booster, Uncommon, Ishtar): Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d12 + Dexterity modifier physical damage, and ongoing 10 physical damage (save ends).; Miss: You must choose a creature within 5 squares of the target and make the attack again against that creature.; Salvage 4: A 4th-level character can salvage the diskthrower. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d8 damage.

(Salvage) #28/68 Freeze Ray [Crey Rifle] This energy rifle seems somewhat out of place, but you can't quite put your finger on why. (Base, Common, Area 52): Weapon: 2-hand ranged; Power: Encounter Force; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 2d10 + Intelligence modifier + twice your level force damage, and the target is stunned until the end of your next turn.. Salvage 2: A 2nd-level character can salvage the Freeze Ray. It becomes A light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 2d8 force damage.

(Salvage) #50/10 Fizz Neurojack  [Shrug] It's a Neck item that gives +2 Athletics, Who Cares. (Booster, Common, Ishtar): Neck; Power: Encounter; Minor Action; Personal; Effect: You gain a +2 power bonus to Athletics checks until the end of the encounter. In addition, roll a d20. You can add the result to one Athletics check you make during this encounter.; Salvage 2: A 2nd-level character can salvage the fizz neurojack. It becomes a neck item with the following property: You gain a +2 item bonus to Athletics checks.

Alpha Mutations

[Perma] Hyper Balance(C), Adaptive Resistance(C), Cloud The Mind(C), Fast Healing(C), Inrfavision(C), Super Genius(C), Evolved Equilibrium(C), Dart Cough(C), Accelerated Claw(U), Duality(U).

[UBER PERMA] #51/11 Hyper Balance (Base, Common, Bio):  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.

#2/2 Adaptive Resistance [See It Coming] When People are punching the crap out of you, you start to roll with the punches. (Base, Common, Bio): Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 10 to the damage type of the triggering attack while this card is readied; Overcharge: When you use this power, you can roll a d20; 10+: You are immune to that damage type instead while this card is readied; 9 or less: You also gain vulnerable 5 to all other damage types while this card is readied.

#7/7 Cloud The Mind [Ignored Attack Pose] Matt has harnessed all those times people ignore his poses into a deliberate power. How Meta. (Base, Common, Bio): Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends).

#13/13 Fast Healing [Modern Gaming] Even 'realistic combat' Games like Call Of Duty have Regenerating Health these days. (Base, Common, Bio): Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hitpoints. In addition, when you take a second wind, you regain 10 additional hit points.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.; 9 or less: You are covered in scar tissue from too much healing(save ends). While under this effect, you are slowed and take a -2 penalty to attack rolls. You can't save against this effect during the turn you overcharge it.

#20/20 Infravision [Sight Beyond Sight? AkA, Lucky Guess] It's not that he can see that invisible monster, it's that he's just that good.  Or so he claims after describing an Invisible Pink Unicorn. (Base, Common, Bio): Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions. You can also see invisible creatures or objects.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.

#35/35 Super Genius [Common Sense] If Common sense wasn't special, then we wouldn't wish more people had it. (Base, Common, Psi): Benefit: You gain a +2 power bonus to AC, Reflex, attack rolls that use Intelligence, Conspiracy, Mechanics, and Science checks. You also instantly discern the stupid ideas of others (ask the GM if you're not sure). This doesn't include your own stupid ideas.; 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.

#42/42 Evolved Equilibrium [Original Flavor] The Cannon Flavor sayeth, "You can stand on one foot, rub your belly, and tap your head all at the same time." (Legion, Common, Psi): Benefit: You can't be knocked prone, pulled, pushed, or slid unless you want to be. Overcharge: When you start your turn, you can roll a d20. 10+: When you move, you don't provoke opportunity attacks while this card is readied. 9 or less: While this card is readied, if you move more than half your speed with a single action on your turn, you lose the normal benefit of this power during this turn and fall prone at the end of the movement.

#54/14 Dart Cough [Toxic Shuriken] Sharp throwing pointy lovingly dipped in hazardous chemicals. (Booster, Common, Bio, Poison): Standard action, ranged 10; Target: One creature; Attack: Level+5 vs. AC; Hit: 2d10+twice your level poison damage, and ongoing 10 poison damage (save ends); Overcharge: When you hit or miss with this power, you can roll a d20; 10+: You can use this power a second time while this card is readied; 9 or less: You take 3d10 poison damage, and ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.
Attack Calculation: 15 Vs. AC; 2d10+20 Poison DMG, and Ongoing 10 Poison DMG (Save Ends). Range 10.

#2/42 Accelerated Claw [More Original Flavor] " You slide around your foes like a zephyr and claw at them at will." (Booster, Uncommon, Bio, Physical): Standard Action, Melee 1; Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end your movement there.; Target: One creature; Attack: Level + Dexterity vs. AC; Hit: 4d8 + Dexterity modifier +twice your level physical damage.; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical damage.; 9 or less: You fall prone.
Attack Calculation: 15 Vs. AC; 4d8+25 DMG. Effect: Shift 2 before attack, even through enemies.

#7/47 Duality [Multitasking] Chew Gum and Walk at the same time! Or, Shoot someone and stab someone at the same time, whatever floats your boat.  (Booster, Uncommon, Psi): 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: You develop a nasty split personality named Spike. While this card is readied, roll a d6 at the start of each of your turns. On a 1-3, Spike is in charge and he attacks your nearest ally during your turn.

Feats:


1: Alertness, 2: Far Shot, 4v1: Soldier Of Fortunate 1 (Vocation T1)6: Blocking Aptitude (Str 13,Dex  13. Light Shield bonus when not using a shield), 8v1: Tribal Scout 1 (Vocation T1), 10v3: Lightning reflexes.

  Alertness: Cannot Be Surprised, +2 Perc.
  Far Shot: +5 Range to Projectile Attacks.
  Soldier Of Fortune T1: Second Wind gives extra +20 HP (Total: 54).
  Blocking Aptitude:  When not  holding a shield, +1 Shield bonus to AC, Reflex.
  Tribal Scout T1: Lowlight Vision.
  Lightning Reflexes:  +2 Feat Reflex.