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Character Update Log

Version 1.1

S-M87

Stat Changes

Level: 5 8

HP: 14 27

Constitution: 10 12

Dexterity: 17 18

Haywire

This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.

d6 Outcome
1 The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4 The device does not function.
5 The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6 The device is usable as normal.

Banishment

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

Special Attack! Whispers of Crimson

SM87 whispers something completely indecipherable, yet intriguing to a target within range. The target gains a 1d6 inspiration to use on any of their attack/damage rolls, and expires at the end of the battle. However, they must make a Wisdom saving throw. If failed, the creature goes into a ravenous, violent frenzy, and can only choose the Attack option on the closest creature to them, friend or foe. This effect lasts for two turns, and wears off afterwards. Even if they fail the roll, they still keep the 1d6 inspiration. If they pass, the target does not suffer the frenzy effect.

Special Attack! Pocket Launch

SM87’s black hole is used as an endless storage, however, items can only be pulled out at random. These objects can also be randomly pulled out and launched at an enemy as an attack. Roll a d20 to determine which object is hurled out. All launched attacks have a range of 45ft.

! ERROR - SCRAP NOT FOUND. ITEMS FAILED TO BE RETRIEVED.

FENNEL RYE

Stat Changes

Level: 5 8

HP: 34 54

Strength: 8 10

Constitution: 13 14

Sneak Attack 3d6 4d6

Railgun Changes

Instead of one type of attack, Fennel now has an alternate mode for her gun.


Mechanical Overclock

Twisting the joints on the side of her knees, Fennel overclocks her artificial legs and causes them to glow with heat. An overclock can be initiated or ended as a bonus action, and lasts for three turns maximum. The following effects are granted:

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Plasbo Momo

Stat Changes

Level: 5 8

HP: 26 36




Blight

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

Plasmatic Stride

Unstable energy from your black hole powers burst from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 lightning damage from your trail of plasma. A creature or object can take this damage only once during a turn.

Special Attack! Plasbo's Mind Jolt

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

Wild Magic Rework

Plasbo’s Wild Magic table has been reworked and condensed into a simpler form. Every time Plasbo casts a spell using a slot of 3 or higher, he must roll a d10, and the result corresponds to the outcome listed on the table.

d10 Outcome
1 An explosion with a 15 ft radius centered on Plasbo occurs, and those caught inside must make a dexterity saving throw. Upon failure, all affected creatures suffer 2d6 force damage.
2 Plasbo turns blue and begins to float upwards by 30ft, but will be stopped if a surface is blocking him. He can move only by pushing or pulling against a fixed object or surface within reach.
3 Plasbo teleports 30ft backwards from the direction he’s facing.
4 For the rest of the battle, every sentence Plasbo says must have something to do with lemons.
5-6 Plasbo casts Grease centered on himself.
7-8 Plasbo turns a random party member invisible for 1 turn.
9 Plasbo gains an extra action on the next turn.
10 Plasbo maximizes the damage of the next damaging spell he casts within the next minute.

SK-ULTRA 77067

Stat Changes

Level: 5 8

HP: 34 58

Wisdom: 16 18

Intelligence: 8 10


Sludge Shot

Using a viscous poisonous solution, Ultra shoots at an enemy within range to deal 3d8 acidic damage. On the start of the creature's next turn, they will take 2d4 acid damage.

Scalding Blast

Ultra launches a blast of scalding hot solution at a target within range, dealing 4d6 fire damage. Ice and thunder attacks do 1d6 more damage.

Sticky Situation

An adhesive mixture is blasted out of Ultra’s pipette, coating the enemy in acidic glue. The targeted creature suffers 2d4 damage and their initiative is moved down by 1. This effect can only be used once per battle.

Drill Form

As a bonus action, SK-ULTRA shifts into her melee and offensive drill form, her eyes spiraling outwards and her gauntlets shifting into huge metallic drills. The following effects are granted:

NED PROVOLONE

Stat Changes

Level: 5 8

HP: 36 58

Dexterity: 17 18

Charisma: 11 12

Sneak Attack 3d6 4d6

Dual Cyberpen

Ned’s cyberpen has been reworked into a dual form, similar to two lightsaber daggers. The following changes have been made:


Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Anemone

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.



Tidal Wave

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Aura of Vitality

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Motivational Speech

Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

Augury

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.