Cute and Cuddly super vampire catgirl Mi-Mi

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Mi-Mi[edit]

Traits[edit]

  • Vampiric: Charisma; Psi; +2 to psi overcharge; +4 bonus to Interaction checks; +1 bonus to all defenses.
  • Felinoid: Dexterity; Bio; +2 to bio overcharge; +4 bonus to Stealth checks; +2 bonus to Reflex; +1 bonus to speed while wearing light armor or no armor. You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.

Powers[edit]

Felinod: Melee 1, Target: 1 creature, Attack: Dex+ level Vs Reflex (attack twice) Hit one 1d6+ dex + 2xlevel physical damage hit both attacks 2d6+dex + 2xlevel physical damage, target blinded till start of next turn

Vampire: Melee 1, Target: 1 creature, Attack: Cha+ level Vs Will, 1d8 + chr mod + level psychic. Target slowed and -1 on will to end of next turn. If you bloody or reduce opponent to 0 hp, regain temp hp 2 + half your level.

Ability Scores[edit]

STR: 10(+0)

DEX: 16(+3)

WIS: 7(-2)

CON: 11(+0)

INT: 16(+3)

CHA: 18(+4)

Skills[edit]

Acrobatics +4 Athletics +1 Conspiracy +4 Insight -1 Interaction +9 Mechanics +4 Nature +3 Perception 2-1 Science +4 Stealth +8

Gear[edit]

  • Light Hand Melee (+3 Accuracy, and 1d8 base damage) (Sharpen Metal shard Knife)
  • Shield +1 AC
  • Light Ranged Weapon (+3 Accuracy, and 1d8 base damage) Sharpened Hubcap discus)
  • A First Aid kit
  • a Winter Outfit
  • Chem-stick

Stats[edit]

HP/Blooded: 23/11

Speed: 7

AC: 17

Fortitude: 12

Reflex: 27

Will: 16

Initiative: +4

Alpha Mutation[edit]

8. Ultrashriek (A; U; Psi, Psychic) You unleash a mental shriek that mashes every living brain nearby into gray paste. Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + Charisma vs. Will; Hit: 6d8 + Charisma modifier + your level psychic damage, and the target is stunned (save ends).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 4d8 extra psychic damage.; 9 or less: You take 6d8 psychic damage and are stunned while this card is readied.

Omega Tech[edit]

10. Chameleon Shield (O; U; Area 52) This shield’s surface changes color and texture to blend with its surroundings. Arms; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn. In addition, you gain a +5 power bonus to Stealth checks until the end of the encounter.

Alpha Deck[edit]

1. Tentacles: Tentacles (A; C; Bio) For the love all that's holy, what's growing out of you? Benefit: You grow 2 tentacles, in addition to your normal limbs. You can draw or sheathe a weapon (or retrieve or stow an item stored on you) as a free action instead of a minor action.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you can make a basic attack with your tentacles each round as a minor action.; 9 or less: Your tentacles decide to strangle you. You fall prone and are stunned (save ends)

2. Hyper-Balance (A; C; Bio) You can walk on almost any surface thanks to your hyper-acute sense of balance. Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +2 power bonus to AC and Reflex while this card is readied.; 9 or less: You become very clumsy and are slowed while this card is readied.

3. Accelerated Claw (A; U; Bio, Physical) You slide around your foes like a zephyr and claw at them at will. Standard Action, Melee 1; Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end your movement there.; Target: One creature; Attack: Level + Dexterity vs. AC; Hit: 4d8 + Dexterity modifier + twice your level physical damage.; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical damage.; 9 or less: You fall prone.

4. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.

5. Fast Healing (Bio, Healing) "It was only a scratch." Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hitpoints. 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.

6. Proboscis (A; C; Bio, Healing, Physical) our nose grows into a two-foot long stabbing weapon that siphons vital fluids from your foe. No, really. Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied. Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9 or less: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).

7. Death Reading (A; C; Psi) Yes, you have to touch the body. And yes, it is pretty creepy. Standard Action, Melee Touch; Target: One corpse; Effect: You learn the target’s name, how it died, and one thing it thought was important.; Overload: When you use this power, you can roll a d20.; 10+: You also animate the corpse for 1 hour. It carries your stuff and obeys your commands, but it won’t fight and it dies if it takes any damage.; 9 or less: You mentally experience the target’s death (save ends). While under the effect, you fall prone and are dazed. You can’t save against this effect during the turn you overcharge it.

8. Ultrashriek (A; U; Psi, Psychic) You unleash a mental shriek that mashes every living brain nearby into gray paste. Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + Charisma vs. Will; Hit: 6d8 + Charisma modifier + your level psychic damage, and the target is stunned (save ends).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 4d8 extra psychic damage.; 9 or less: You take 6d8 psychic damage and are stunned while this card is readied.

9. Multiattack (A; U; Psi; Weapon) You attack in a blinding flurry of weaponry. Standard action, Melee or ranged; Requirement: You must be wielding two weapons.; Effect: Make two basic attacks with your primary weapon and one basic attack with your secondary weapon. You can shift 1 square after each attack.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time on your next turn if this card is readied.; 9 or less: After the attack, you drop each weapon you're holding 1d6 squares away from you in a random direction

10. Plaything (A; U; Force, Psi) You lock telekinetic hooks into your foe and do the puppet master routine. Standard Action, Ranged 20; Target: One creature; Attack: Level + Intelligence vs. Fortitude; Hit: 3d10 + Intelligence modifier + twice your level force damage.; Effect: While this card is readied, slide the target 2 squares as a free action at the start of each of your turns.; Overcharge: When you hit with this power, you can roll a d20.; 10+: While this card is readied, slide the target 5 squares instead of 2.; 9 or less: While this card is readied, the target slides you 2 squares as a free action at the start of each of its turns.

11. Mind Trick (A; R; Psi) "These aren't the mutants you're looking for." Free Action, Ranged 20;Trigger: You make an Interaction check; Effect: You gain a +10 power bonus to the check, and one creature you are interacting with believes whatever you say as part of the check.; Overcharge: When you use this power, you can roll a d20; 10+: You can use this power a second time while this card is readied.; 9 or less: The creature you're making the Interaction check against now believes the exact opposite of whatever you intended. It also becomes aware that you tried to manipulate its mind.

12. Inhabit Corpse (A; R; Healing, Psi) You project your mind into a recently dead body, taking it for your own. Immediate Interrupt, Personal; Trigger: An enemy bloodies you or drops you to 0 hit points or fewer.; Effect: Choose any humanoid corpse within 10 squares of you to inhabit. You alter the corpse to be identical to your old self and the corpse becomes you. In addition, you regain hit points equal to your bloodied value. Your gear remains with your old body, which dies.; Overcharge: When you use this power, you can roll a d20.; 10+ You are restored to maximum hit points instead, and you can stand up (in your new body) as a free action.; 9 or less: You are dazed (save ends).

13. Teleportation (Psi, Teleportation) Bamf!; Benefit: You can teleport 10 squares during your turn as a move action.; Special: You can expend this power to teleport 1000 squares (1 mile) as a move action.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, you also teleport each creature within 5 squares of you 10 squares (or 1 mile if you expend the power).; 9 or less: While this card is readied, at the start of each of your turns, you teleport 1d6 squares in a random direction as a free action.

Omega Deck[edit]

1. The Patch II (O; C; Area 52) When you slap this metallic dsic into the back of your hand, tiny medicinal machines flood your bloodstream.; Power: Consumable Healing.; Minor Action; Personal; Effect: You regain hit points equal to 2d6 + your bloodied value

2. Hypno-Ray (O; C; Area 52) You did NOT see a blue walrus-man stealing the data disks. It was definitely Venus and swamp gas. Weapon: 1-handed ranged; Power: Encounter; Standard Action Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs Will; Hit: The target is stunned (save ends). Until the end of the encounter, the target is susceptible to suggestion, and anyone making an Interaction check against the target gains a +10 power bonus to the check.

3. Inertial Armor (O; C; Area 52) This grey bodysuit protects you from harm. When an attack strikes you, the suit transforms the energy of the attack into potential extra movement. Armor: Light; Property: You gain a +3 armor bonus to AC and a +1 armor bonus to Reflex.; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage from an attack; Effect: You instead take no damage from the triggering attack, and you can shift 1 square.; Salvage 2: A 2nd-level charter can salvage the inertial armor. It becomes light armor: +3 armor bonus to AC; +1 armor bonus to Reflex.

4. Mass Pistol (O; C; Area 52) The barrel of this small pistol ends in a small metal sphere with no bore. It generates “knuckles” of gravity distortion in the target. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 physical damage, and the target is slowed until the end of your next turn.; Salvage 3: A 3rd-level character can salvage the mass pistol. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d6 physical damage, and the target is slowed until the end of your next turn.

5. Mindbore Orbiter (O; C; Area 52) As this tiny silver drone circles your head, it continually yammers on about what those around you are thinking. It can get pretty annoying. Head; Power: Encounter Psychic; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Intelligence modifier + twice your level psychic damage.; Salvage 4: A 4th-level character can salvage the mindbore orbiter. It becomes a head item with the following property: You can communicate telepathically with any creature within 5 squares of you.

6. Duralloy Shield (O; C; Ishtar) The Ancients formed duralloy into wondrous shapes. One good use you've found for it is to keep angry mutants from beating on your head. Arms; Power: Encounter; Immediate Interrupt Personal; Trigger: You are hit by an attack; Effect: You gain a +2 power bonus to all defenses until the start of your next turn. In addition, until the end of the encounter, you gain a +2 shield bonus to AC and Reflex.; Salvage 2: A 2nd-level character can salvage the duralloy shield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to reflex.

7. Laser Whip (O; C; Xi) This long, flexible whip is formed from a bam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee 5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage.

8. Meltdown Orbiter (O; C; Area 52) This drone constantly morphs as it circles your head. At your command, it fires a pulse of flesh-shredding radiation at your foes. Head; Property: You gain a +2 bonus to attack rolls with radiation attacks; Power: Encounter, Radiation; Standard Action, Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 4d8 + Intelligence modifier + twice your level radiation damage; Salvage 6: A 6th level character can salvage the meltdown orbiter. It becomes a head item with the following property: You gain a +2 bonus to damage rolls with radiation attacks.

9. Servo-Assist Armor (O; U; Ishtar) This form-fitting armor jerks you out of harm's way. Occasionally, it will jerk you around for no reason, usually when you're holding a drink. Armor: Light; Power: Encounter; Immediate interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.; Salvage 4: A 4th-level character can salvage the servo-assist armor. It becomes light armor: +4 armor bonus to AC; +1 bonus to speed.

10. Chameleon Shield (O; U; Area 52) This shield’s surface changes color and texture to blend with its surroundings. Arms; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn. In addition, you gain a +5 power bonus to Stealth checks until the end of the encounter.

11. Mini Tank (O; R; Area 52) It even has a cannon! HP 200, Space 2 by 4 squares; AC 22, Other Defenses 20; Speed 6; Driver and Gunner: A driver and gunner each occupies 1 square of the mini tank’s space and must have both hands free to move it or use its power. As a standard action, a gunner can recharge the tank’s power (reload) with a DC 16 Mechanics check.; Load: 5 Medium creatures; 600 lbs of gear.; Power: Encounter Physical; Standard Action, Area Burst 1 within 20; Target: Each creature in burst; Attack: Level + 8 vs. AC; Hit: 3d8 + Intelligence modifier + your level physical damage.; Salvage 4: A 4th-level character can salvage the minitank. It becomes a vehicle as above, but has no attack power.