Origins: Pyrokinetic Simian
Pyrokinetic: Wisdom; Psi; +2 to psi overcharge; +4 bonus to Interaction checks; Resist 10 fire; Whenever a creature ends its turn adjacent to you, it takes 5 fire damage.
Simian: Strength; Bio; +2 to bio overcharge; +4 bonus to Athletics checks; Gain a +1 bonus to Fortitude and Reflex; +1 bonus to speed.

Level 1
XP 0

STR: 16
CON: 14
DEX: 13
INT: 09
WIS: 18
CHA: 13

Acrobatics +2
Athletics +4
Conspiracy +0
Insight +5
Interaction +6
Mechanics +0
Nature +5
Perception +5
Science +4
Stealth +2

AC: 14
Fort: 15
Ref: 13
Will: 15
HP: 26
Init: +2
Speed: 7

-Novice Primary: Fiery Flare
You fan the flames of your fiery aura.
At-Will @ Fire, Psi
Standard Action
Ranged 5 Target: One creature
Attack: Wisdom + your level vs. Reflex Hit: 2d8 + Wisdom modifier + twice your level fire damage.

-Novice Secondary: Ape Rage
You smash your foe to a pulp
At-Will @ Bio, Physical, Weapon
Standard Action
Melee or Ranged Weapon
Target: One creature
Attack: 1[W]+1d6+Strength modifer+your level physical damage, and you gain +2 power bonus to your next attack roll before the end of your next turn.

- Armor (Leather Duster complete with Leather Cowboy Hat)
- Heavy Two Handed Melee Weapon ( Pitchfork, +5 to hit, 2d8 + 4 Damage )
- Heavy Two Handed Ranged Weapon ( .45 Magnum, +5 to hit, 2d10 + 4 Damage, 20 Squares )
- Keelboat
- Fuel, 5 Gallons
- Water Purifier
- Draft Horse
- Explorer’s Kit

Alpha Mutations:
- Fast Healing (Bio Energy, Healing)
“It was only a scratch.”
Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hit points. In addition, when you take a second wind, you regain 10 additional hit points.
Overcharge: When you start your turn, you can roll a d20
10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.
9 or less: You are covered in scar tissue from too much healing (save ends). While under this effect, you are slowed and take a -2 penalty to attack rolls. You can’t save against this effect during the turn you overcharge it.

Omega Tech
- Diskthrower (Ishtar Tech)
This mechanical gauntlet lets you fling a spinning, diamond-sharp metal disk at your foe.
Weapon: 1-hand ranged
Power: Encounter (Physical)
Standard Action
Ranged 10
Target: One creature
Attack: Level+8 vs. AC
Hit: 2d12+Dexterity modifier physical damage, and ongoing 10 physical damage (save ends).
Miss: You must choose a creature within 5 squares of the target and make the attack against that creature.
Salvage 4: A 4th-level character can salvage the diskthrower. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d8 damage.



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