Movement 7, Initiative +6, HP 20
2 healing surges (regains full HP from a surge)
Defence AC:14 Fortitude:11 Reflex:17 Will:15
Takes on the defence stats of an adjacent ally, if greater.
Standard: Puppy Attack.
+7 vs Reflex. 1d6 damage.
On a critical hit, the target is knocked prone
Minor: Smoulder
+10 vs Will
Effect: Ranger appears too cute and innocent to attack
On a critical hit, Ranger gains an ally
Minor: Bark
Marks a target which Ranger is adjacent to.
A bite is made when Ranger's mark is ignored.
Free Action: Bite
1d6 damage and target is grabbed.
1d6 ongoing damage while in the grab.
Module #7, Save Point 10913
Can store provisions for 5 days for 3 people
Is a fully functioning microwave
Has solar panels, and a turbine
Stores a flamethrower for self defence
Travels on caterpillar wheels, or boosters
Is waterproof
Honestly, when I thought up what the modules were going to look like, I thought of a taller version of R2D2 from Star Wars, and with much less elaborate paneling on the outside.
Items awarded in game 1:
These items were awarded to the party by Module #7 before they left the save point
Devilspun Dagger - given to Enbel
Encounter power, free action
Effect: Use one of your ranged attacks as a melee attack this turn. This does not provoke opportunity attacks.
Fire Shield (Heavy Shield) - given to Echo
Property: Resist 5 fire
Encounter power, standard action (ranged 10):
Shoot a ball of flame.
Attack: 1/2 level + mod + 5
Damage: 1d10 + mod
On a critical hit, enemy catches on fire. 5 ongoing fire damage.
Daily power, immediate interrupt:
Trigger: you are hit by an attack on AC
Effect: your attacker is engulfed in flames
1d10 fire damage + 1d10 ongoing fire damage (save ends)
Amulet of Another Life +1 - given to Altus
Property: You lose 1 healing surge while wearing this amulet.
Property: +1 to Fortitude, Reflex, and Will
Daily Power, immediate reaction
Trigger: You fall to 0HP or below.
Effect: You get to your feet, at bloodied value +1HP, and are dazed (save ends)
Perhaps it is a little ambitious of me, but I've decided that given my game is set in a kind of post-apocalyptic setting, that the standard approach to shopping wouldn't work. Also, I've never been a fan of the idea that you kill creatures to get gold. Why was the giant spider monster hiding 18,000 gold pieces? And how are you meant to reasonably transport that cash? I've decided that I will be enforcing rules as to how much the players can reasonably carry, and also that since coin will be hard to come by, much shopping will be done by bartering items of worth that the party either own, or find on their travels. Also, given the setting, I will be deciding on what items are available. All the items given out in Game 1 are homebrewed. I like the idea of homebrewing and will continue to do it, although not exclusively.
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