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DNW: Scott Dorks Out w/ Chun Li, MegaMan, and the Protoss
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<blockquote data-quote="Scott Lynch" data-source="post: 427106" data-attributes="member: 4450"><p><strong>Another little blue wonder!</strong></p><p></p><p>Presenting MegaMan... the plucky little android created by Dr. Light to take on Dr. Wiley's small army of evil robots! MegaMan is something of an underachiever, though he can build himself up by acquiring powers, just like in the video games...</p><p></p><p>MegaMan, Male Machine Life (Android): 4'6", 125 Lb.</p><p>Adventurer-8; TR 10; Medium-size humanoid</p><p>Initiative +8 (+4 Dex, +4 Feat)</p><p>AC 19 (+4 Dex, +4 Class, +1 power, +1 helmet)</p><p>DR/BDR: 0/0</p><p>Fort Save +8; Ref Save +11; Will Save +6;</p><p>Speed: 30</p><p>Hit Dice: 8d8+24 (74 HP)</p><p>Power Dice: 8d8+16+5 (70 PP) </p><p>Hero Points: 8</p><p>Fame: 0 Reputation: 0 Resources: 0</p><p>Base Attack Bonus +6/+1; Melee +8/+3; Ranged +10/+5;</p><p>Preferred Attacks: MegaMan relies heavily upon his accurate but underpowered built-in energy blaster (+11/+6, pure energy damage 1d6, critical range 20, x2, increment 50 ft.)</p><p>Alignment: LG</p><p>Str 14 (+2)</p><p>Dex 18 (+4)</p><p>Con 16 (+3) </p><p>Int 14 (+2)</p><p>Wis 14 (+2)</p><p>Cha 11 (+0)</p><p>Feats: Weapon Focus: Energy Blast, Lightning Reflexes, Improved Initiative, Dodge, Hidden Power, Athletic</p><p>Weapon/Armor Proficiencies: </p><p>Languages: English (S/R)</p><p>Skills: Balance +5, Climb +11, Defeat Security +10, Hide +12, Jump +23, Listen +10, Move Silently +12, Pilot Aircraft +6, Pilot Spacecraft +6, Search +6, Spot +10, Swim +7</p><p>Class Abilities: Fabled Luck 1/Session, Adventurer's Instincts (2), Field Experience (3), Jack-of-All-Trades, Lucky Item (Helmet), Bonus Feat </p><p>Advantages: None</p><p>Complications: Nemesis (Dr. Wiley)</p><p></p><p>Special Abilities: MegaMan is immune to mind-influencing effects (charms, compulsions, hypnotism, phantasms, induced fear, etc.). He is also immune to poison, sleep, paralysis, stunning, death effects, necromantic attacks, radiation, and diseases of organic creatures. He does not breathe or eat. He is also not subject to ability damage, ability drain, or to death from massive damage.</p><p></p><p>Special Weaknesses: MegaMan cannot heal lost Hit Points by the use of medicine, first aid, healing spells, potions, or the use of powers such as Healing Touch. He suffers a -4 penalty to Charisma when dealing with organic life, as well as a -2 penalty to the skills Animal Empathy and Handle Animal. He suffers 1d6 points of additional damage from electrical attacks and from corrosive attacks. MegaMan is vulnerable to electromagnetic pulses, and must make Fort Saves (DC set by the GM) to resist shutdown (equivalent to unconsciousness) for 1d10 rounds when exposed to EMP.</p><p></p><p>Super-Powers: Amazing Leap I (+20 to Jump checks), Darkvision, Energy Attack I (Ranged Balanced, 1d6 damage, pure energy, increment 50 ft.), Adaptive Power Absorption (Unique power: MegaMan can permanently gain one level of a super-power possessed by another machine life character, after defeating and subduing that character), Resistances (Ice/Cold, Fire/Heat, each DR 10)</p><p></p><p>Gear: Removable helmet (counts as a tactical helmet)</p></blockquote><p></p>
[QUOTE="Scott Lynch, post: 427106, member: 4450"] [b]Another little blue wonder![/b] Presenting MegaMan... the plucky little android created by Dr. Light to take on Dr. Wiley's small army of evil robots! MegaMan is something of an underachiever, though he can build himself up by acquiring powers, just like in the video games... MegaMan, Male Machine Life (Android): 4'6", 125 Lb. Adventurer-8; TR 10; Medium-size humanoid Initiative +8 (+4 Dex, +4 Feat) AC 19 (+4 Dex, +4 Class, +1 power, +1 helmet) DR/BDR: 0/0 Fort Save +8; Ref Save +11; Will Save +6; Speed: 30 Hit Dice: 8d8+24 (74 HP) Power Dice: 8d8+16+5 (70 PP) Hero Points: 8 Fame: 0 Reputation: 0 Resources: 0 Base Attack Bonus +6/+1; Melee +8/+3; Ranged +10/+5; Preferred Attacks: MegaMan relies heavily upon his accurate but underpowered built-in energy blaster (+11/+6, pure energy damage 1d6, critical range 20, x2, increment 50 ft.) Alignment: LG Str 14 (+2) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 11 (+0) Feats: Weapon Focus: Energy Blast, Lightning Reflexes, Improved Initiative, Dodge, Hidden Power, Athletic Weapon/Armor Proficiencies: Languages: English (S/R) Skills: Balance +5, Climb +11, Defeat Security +10, Hide +12, Jump +23, Listen +10, Move Silently +12, Pilot Aircraft +6, Pilot Spacecraft +6, Search +6, Spot +10, Swim +7 Class Abilities: Fabled Luck 1/Session, Adventurer's Instincts (2), Field Experience (3), Jack-of-All-Trades, Lucky Item (Helmet), Bonus Feat Advantages: None Complications: Nemesis (Dr. Wiley) Special Abilities: MegaMan is immune to mind-influencing effects (charms, compulsions, hypnotism, phantasms, induced fear, etc.). He is also immune to poison, sleep, paralysis, stunning, death effects, necromantic attacks, radiation, and diseases of organic creatures. He does not breathe or eat. He is also not subject to ability damage, ability drain, or to death from massive damage. Special Weaknesses: MegaMan cannot heal lost Hit Points by the use of medicine, first aid, healing spells, potions, or the use of powers such as Healing Touch. He suffers a -4 penalty to Charisma when dealing with organic life, as well as a -2 penalty to the skills Animal Empathy and Handle Animal. He suffers 1d6 points of additional damage from electrical attacks and from corrosive attacks. MegaMan is vulnerable to electromagnetic pulses, and must make Fort Saves (DC set by the GM) to resist shutdown (equivalent to unconsciousness) for 1d10 rounds when exposed to EMP. Super-Powers: Amazing Leap I (+20 to Jump checks), Darkvision, Energy Attack I (Ranged Balanced, 1d6 damage, pure energy, increment 50 ft.), Adaptive Power Absorption (Unique power: MegaMan can permanently gain one level of a super-power possessed by another machine life character, after defeating and subduing that character), Resistances (Ice/Cold, Fire/Heat, each DR 10) Gear: Removable helmet (counts as a tactical helmet) [/QUOTE]
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