Jon Potter said:
[threadjack] I loved that adventure back in the day! The main adversaries were quite fun, showing just haw truly bizarre (and deadly) Gamma World could be.[/threadjack]
Yup, I'll share some of the stat conversions, once I'm finished. Just so...
Gallus Gallus 5/13s are six foot tall pot-bellied humanoid chickens, that originated as the failed genetic experiment of an experimental automated chicken breeding and meat processing plant. They have only one eye, but also three-fingered hands and color-shifting feathers. They are highly intelligent, if a bit clumsy, and have a natural resistance to mental and psychic domination.
GALLUS GALLUS 5/13
Type: 7th Level Monstrous Humanoid (Mutant)
Size: Medium
Speed: 30 ft.
Abilities: Str +0, Dex -2, Con +0, Int +3, Wis +2, Cha +0
Skills: Intimidate 10 (+10), Notice 10 (+12), Search 10 (+13), Stealth 10 (+12), Survival 10 (+12)
Feats: Light Armor Training, Firearms Training, Weapons Training, Supernatural Focus (Psychic Shield), Jack of all Trades
Traits: Darkvision 60 ft. Power (Rank 10, Int, Psychic Shield +13)
Combat: Attack +5 (+7 base, -2 Dex), Damage +1 (bite) or Damage +8 (blaster rifle, 6 shots)
Combat: Attack +5 (+7 base, -2 Dex), Damage +1 (bite) or Damage +5 (blaster pistol, 6 shots)
Combat: Attack +5 (+7 base, -2 Dex), Damage +1 (bite) or Damage +5 (blaster pistol, 5 shots) or Damage +8 (blaster rifle, 8 shots)
Combat: Attack +5 (+7 base, -2 Dex), Damage +1 (bite) or Damage +5 (blaster pistol, 4 shots)
Combat: Attack +5 (+7 base, -2 Dex), Damage +1 (bite) or Damage +4 (heavy pistol, 15 shots) or Damage +8 (MW blaster rifle, 3 shots)
Defense: Dodge/Parry +5/+7 (+7 base, -2 Dex/+0 Str)
Initiative: -2
Saving Throws: Toughness +2 (+2 natural), Fortitude +2 (+2 base), Reflex +3 (+5 base, -2 Dex), Will +7 (+5 base, +2 Wis)
Skills: Gallus Gallus 5/13s have color changing feathers that provide a +4 racial bonus on Stealth checks.
Psychic Shield
You can shield your mind from psychic influences. When you are the target of a power granting a Will saving throw, make a Psychic Shield check. The attacker must make a power check using the attacking power. If your check result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get your normal saving throw.
You may choose to voluntarily lower your Psychic Shield as a free action, and can raise it again as a free action. Otherwise, your shield is always active, even if you are unconscious or sleeping.
Shields and Maintained Powers: Once a power has overcome your Psychic Shield, it continues to affect you as long as the user maintains it. You’re still entitled to your normal saving throws, if any, but your shield no longer protects you from that power. Once the attacker needs to make a new power check, however, your shield comes into play again and must be overcome again. For powers requiring mental contact, so long as the other adept remains in mental contact with you (inside your shield), he can use those powers freely without worrying about your shield.
Overcoming Psychic Shields: An attacker can choose to suffer a fatigue result to gain a +5 bonus to overcome your Psychic Shield. This is in addition to any fatigue caused by the power used against you. If you also choose to suffer a fatigue result, the attacker loses the bonus and must roll normally to overcome your shield. This process takes no actual time; it happens as part of the check to overcome the Psychic Shield. An attacker trying to avoid notice cannot use this option, since it makes it immediately apparent that you are under psychic attack.
Time: Using Psychic Shield as a defense is a reaction; raising or lowering your shield is a free action.