Derro

T'witch's page

14 posts. Alias of niel.


About T'witch

as a Primary Speedster you get Dex of 18. You also get a +4 to Acrobatics.

as a Secondary Radioactive you get a Con of 16. You also get a +4 to Science.

str 7
dex 18
con 16
int 11
wis 10
cha 7

as a Primary Speedster

Speedster

Mutant Type: Dex and Psi; +2 to Psi Overcharge
Skill Bonus: +4 Acrobatics
Ref +2
Speed +2 when wearing Light Armour or No Armour

Quick Attack
Encounter
Standard Action
Melee or Ranged Weapon
Target: One Creature
Effect: you can shift 2 squares before the attack.
Attack: Dex + level + weapon Accuracy vs AC
Hit: 1(W) + Dex bonus + level physical damage and shift 2 squares

as a Secondary Radioactive

Mutant Type: Con and Dark; +2 to Dark Overcharge
Skill Bonus: +4 Science
Fort +2
Resist 15 Radiation

Radioactive Eyes
At Will
Standard Action
Range 5
Target One Creature
To Hit Con Bon + Level vs Fort
Hit 1d10 + Con Bon + x2 level Rad damage and target -2 to all defenses until end of your next turn

The 9 is skill of Science +4

The gear rolls are

Fuel, 5 Gallons
Laptop

Overcharge is something that some Alpha Mutations possess. If the card mentions Overcharge then you can do that as a free action. Overcharging a power can make it more powerful if you make the roll but if you fail the roll then usually there is a consequence to the character. The bonus listed helps in making this roll if there is match between the named power source and the Alpha Mutation card.

Light armor, so +3AC +4 from dex.
Armor consists of a quilted safety vest with washers sewn in for added protection. The previously orange vest has been stained an oily brown. I'll add safety goggles to the look.

A switchblade or an icepick will do as a melee weapon.

For a ranged weapon, I have an at-will range 5 eye blast that targets Fort. How does it compare to other weapons?
Can I have a sort of flashlight style focusable laser? One that can do light or be dialed up to laser, although it won't do as much damage as an ammo using weapon.

I describe myself as a small humanoid with large eyes, greyish skin, and ancestors who worked in an alien contaiment facility, as staff and resident.

HP at 1st is 12 plus your Con SCORE(16) = 28
Bloodied value is half your HP rounded down = 14
HP per level 5

AC 10+ level(1) + armor bonus(2) + shield bonus (light or no armor add better of your Dex(4) or Int mod) = 17
Fort 10 + level(1) + better of Str or Con(3) mod = 14
Ref 10 + level(1) + better of your Dex(4) or Int mod = 15
Will 10 + level(1) + better of your Wis (0) or Cha mod = 11

Speed 6 plus 2 (in light or no armor) = 8

Initiative is Dex mod(4)+ level(1) + other mods (such as origin)= +5

Weapon attack best of either Str/Con or Dex/Int + level + weapon accuracy mod bonus (Dex/Int weapons have +3 accuracy, but less damage. Str/Con weapons have +2 accuracy and more damage)

Skills are level +ability mod + bonuses/penalties from Origin or gear/conditions you have.
list of Skills (and their governing stat):
Acrobatics (Dex)4 dex + 4 bonus + 1 level= 9
Athletics (Str)0 + 1 level =1
Conspiracy (Int)0 + 1 level=1
Insight (Wis) 0 + 1 level =1
Interaction (Chr) -2 +1 level=-1
Mechanics (Int) 0 + 1 level =1
Nature (Wis) 0 + 1 level =1
Perception (Wis) 0 + 1 level +1
Science (Int) 0 int + 4 bonus + 4 bonus + 1 level = 9
Stealth (Dex) 4 + 1 level = 5

Your group is part of a following of like minded scientific people called the "Venk-Men". The "Venk-Men" revere the great Venk that pioneered the ancient science of carrying packs of highly unstable charged compounds on their back and using these compounds to banish monstrosities that threatened people's lives. They did this all and got paid, too! They saved the Jerssey of York twice before the Great Mistake vanished the city beneath the waves.

The followers of Venk or the "Venk-Men" attempt to re-create these deeds by rediscovering the fabled compound that was used in the "Proton" packs. Several tests of packs filled with "Protons" have proved that this name was clearly used to disguise the true nature of the substance used to fuel this highly dangerous and lethal substance which destroyed or banished horrors like the Great Demon Puff.

Every member of the "Venk-Men" is required to construct their own backpack and fill it with dangerous and unstable compounds in the hopes of discovering the correct recipe to banish the creatures that stalk the planet and return it to the paradise of the ancient world.

Each chapter house called a 'fire house' is required to maintain a vehicle and to hire themselves out to anyone that requests their aid in riding themselves of dangerous organisms.

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The skill Science allows the development of Science theories, recognition of Scientic phenonema, and operation of computerized equipment and items like computers and some robotics. Physics, Chemistry, Geology, Mathematics, and computers are all covered by this skill.

The skill Mechanics allows building, repairing, and modifying of Ancient devices like vehicles and machinery.

There are no sub-skills in Gamma World. The skills instead are very broad and cover a fair amount of area (umbrella like).

All players can use all skills. Difficulty is set based on how specific a bit of skill is for a person to know and to do. Disarming a hydrogen bomb requires a good roll of Science or Mechanics with likely a very high difficulty (at least a 25) while adding 2+2 is pretty low (around 5).

Sure, you can have a home brewed up light gun. You're highly intelligent and have access to unstable ancient material.

Melee Weapon is 1H Dex
Range is Melee 1
Attack is Dex Mod + level +3 Weapon Accuracy vs AC
Damage is 1d8 + Dex Mod + level

Ranged Weapon is 2H Dex
Range is 10
Attack is Dex Mod + level +3 Weapon Accuracy vs AC
Damage is 1d12 + Dex Mod + level

Cards:
Alpha Mutation is #8 Beguiling (Psi)
Minor Action
Close Burst 5
Target Each enemy in burst
Attack level +3 vs Will
Hit The target can't attack you (save ends)

Overcharge when you use this power
10+ the target takes -5 penalty to saving throws against this power
9 or less when the target saves against this effect, it gains a +2 bonus to its attack rolls against you while this card is

readied

Omega Tech is #62 Razor Grenade (Ishtar)
Weapon 1H Ranged
Power Consumable (one use) physical
Standard Action
Area Burst 2 within 10
Target Each creature in burst
Attack level +6 vs Reflex
Hit 2d10 + Dex mod physical damage and ongoing 5 physical damage (save ends)
Miss Half damage