Half Life

Radioactive Doppelganger

Description:

Name:

Origins: Radioactive Doppelganger
Radioactive: Dark; +2 to dark overcharge; +4 bonus to Science checks; +2 bonus to Fortitude; Resist 15 radiation.
Doppelganger: Dark; +2 to dark overcharge; +4 bonus to Conspiracy checks; +2 bonus to Reflex; Whenever you draw an Alpha Mutation card, draw two cards from the same deck and choose which one to keep. Put the other on the bottom of the deck.

Level 1
XP 0

STR: 8
CON: 18
DEX: 12
INT: 16
WIS: 12
CHA: 13

Skills:
Acrobatics +2
Athletics +0
Conspiracy +8
Insight +2
Interaction +2
Mechanics +4
Nature +6
Perception +2 (Currently +12)
Science +8
Stealth +2

AC: 19
Fort: 17
Ref: 16
Will: 13
HP: 30
Init: +2
Speed: 6 (5 in Armor)

Powers:
-Novice Primary: Radiation Eyes
Your eyes glow cherry red as you loose a jagged bolt of ionizing radiation at your foe.
At-Will @ Dark, Radiation
Standard Action
Ranged 5 Target: One creature
Attack: Constitution + your level vs. Fortitude Hit: 1d10 + Constitution modifier + twice your level radiation damage, and the target takes a -2 penalty to all defenses until the end of your next turn.

-Novice Secondary: Double Trouble
You create a duplicate of yourself for a short time.
At-Will @ Dark
Standard Action Personal
Effect: You create a duplicate of yourself in an unoccupied square within 5 squares of you.
The duplicate acts in the initiative order directly after you and can take all the actions that you can take, except that it can’t use doppelganger powers, Alpha Mutations, or Omega Tech. Its statistics are the same as yours, except that it has only 1 hit point. Your duplicate disappears when it drops to 0 hit points or at the end of your next turn.

Gear:
- Keelboat x2 (Combined together to make a house boat)
- Heavy Armour (lead-lined radiologists’s apron)
- Shield (old riot shield)
- Heavy One Handed Melee (Spiked mace) + 7, 1d10 + 5
- Heavy One Handed Gun (Magnum) + 7, 2d6 + 5, range 10

Alpha Mutations:
- Sensitive Nose (Bio Energy)
“Dude! You ever hear of deodorant?”
Benefit: You develop a strong sense of smell. You gain a + 10 power bonus to Perception checks and ignore the -2 penalty for attacking an enemy that has concealment.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, you replace each of your Perception check rolls with a 20 and gain a +2 power bonus to attack rolls.
9 or less: All you can smell is three-month-old gym socks, while under this effect, you are dazed (save ends).

Omega Tech
- Adrenaline Pill (Area 52 Tech)
Down the hatch! Tastes like cherry. You’re feeling a little jittery…
Power: Consumable
Minor Action
Effect: Until the end of the encounter, you can shift 2 or 3 squares as a move action. Whenever you shift 3 squares in this way, roll a d20. On a 9 or less, at the end of the movement, you see a rush of pretty colors and are stunned until the start of your next turn.

Bio:

Half Life

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