Lucky George

Male Magnetic Goatfolk

Description:

Primary Origin: Goatfolk
Secondary Origin: Magnetic
Level: 3
Current XP:
Overcharge Bonus: Bio

Ability Scores:

  • Strength
  • Constitution 18 (+4)
  • Dexterity 16 (+3)
  • Intelligence
  • Wisdom
  • Charisma

Defenses:

  • AC (heavy armor)
  • Fortitude 19
  • Reflex 16
  • Will

Initiative: +6
Speed: 6 (5 with armor)
Hit Points: 51
Bloodied Level: 25

Trained Skills:

  • Athletics
  • Mechanics
  • Perception

Other Skills:

  • Acrobatics +6 / +5 in armor
  • Conspiracy
  • Insight
  • Interaction
  • Nature
  • Science
  • Stealth +6 / +5 in armor

Traits:

  • Billy Goat Gruff: Gain a +2 bonus to Fortitude.
  • Cast Iron Stomach: You can eat or drink almost anything – irradiated, metallic, organic, mineral – it doesn’t matter to your digestive system. While you are not immune to poison or disease, you gain a +2 bonus to resist or save against such effects.
  • Magnetic Shields: Gain a +1 bonus to AC.
  • Magnetized Body: Whenever you are pulled, pushed or slid, you can reduce the distance of the forced movement by 1 square.

Critical Benefit: + 1d10 extra damage, and the target is restrained until the end of your next turn.

Utility Power:

Attacks:

  • Weapon (type): + ? vs defense, damage.
  • Headbutt (Goatfolk Novice): + 7 vs Fortitude, 1d10+7 damage, push the target 1 square. If used as part of a charge, target is also knocked prone.
  • Lodestone Lure (Magnetic Novice): Minor action (1/round), + 6 vs Fortitude, 1d6+9 electricity damage, pull target 3 squares.

Alpha Mutation Deck:

  • Vampiric Healing
  • Gas Emission

Current Omega Tech:

Gear:

Ancient Junk:

Notes:

  • While George is conscious, allies adjacent to him gain a +1 bonus to AC.

The Goatfolk Origin is a custom origin created by Chandrak on the WotC Forums.

Bio:

A former sentry guard in a walled ’steading, George will eat anything that he comes across.

Lucky George

Gamma World: The Wanderlost Querysphinx