Editing Cuddlesaurus and the Jellybean of Destiny Archane

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===Archane===
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===Mi-Mi===
  
[[File:cyberspider.jpg]]
 
  
 
====Traits====
 
====Traits====
*+4 Dark Overcharge
 
*+2 Bio Overcharge
 
*+4 Mechanics
 
*+4 Nature
 
*+1 AC
 
*+2 Reflex
 
*Spider Climb: Gain a Climb speed of 6. In addition, you can climb across overhanging surfaces like ceilings without needing to make an Athletics check.
 
*Magnetized Body: Whenever you are Pulled, Pushed, or Slid, reduce the forced movment amount by 1 square
 
  
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*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====
 
====Powers====
  
Lodestone Lure: At-Will, Dark, Electricity. Minor Action, Melee 5. Target: 1 creature. Attack: Dex+Level vs Fortitude. Hit: 1d8+Dex modidifer+ (Levelx2) Electricity damage, and you pull the target 3 squares.
 
 
Toxic Webs: At-Will, Bio, Poison. Standard Action, Area: Burst 1 within 10 Squares. Attack: Dex+Level vs, Reflex. Hit: 1d8+Dex modifier+ Level Poison damage, and target is Immobilized until the end of your next turn.
 
 
Scuttling Escape. Encounter, Bio. Move Action. Personal. If you are Slowed or Immobilized, end that effect. In addition, Shift a number of squares equal to 1/2 your speed.
 
  
Magnetic Field:  Standard Action, Close Burst 3, Dex+Lvvs. Fortitude.  +2 vs. Robots, Hit:  2d6+Dex+Lv Electricity damage, and Pull the target 2 squares.
 
  
 
====Ability Scores====
 
====Ability Scores====
  
Str 11(+0)
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STR: 10(+0)
  
Con 9(-1)
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DEX: 16(+3)
  
Dex 20(+5)
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WIS: 7(-2)
  
Int 10(+0)
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CON: 11(+0)
  
Wis 8(-1)
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INT: 16(+3)
  
Cha 15(+2)
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CHA: 18(+4)
 
   
 
   
 
====Skills====
 
====Skills====
  
Acrobatics  
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Acrobatics +4
 
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Athletics +1
Athletics  
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Conspiracy +4
 
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Insight -1
Conspiracy  
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Interaction +9
 
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Mechanics +4  
Insight  
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Nature +3
 
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Perception  2-1
Interaction  
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Science  +4  
 
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Stealth +8
Mechanics +4
 
 
 
Nature +4
 
 
 
Perception +4
 
 
 
Science
 
 
 
Stealth  
 
  
 
====Gear====
 
====Gear====
*light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 1d10 electricity damage, and the target is slowed until the end of your next turn.
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*Light Hand Melee (+3 Accuracy, and 1d8 base damage) (Sharpen Metal shard Knife)
 
*Shield +1 AC
 
*Shield +1 AC
 
*Light Ranged Weapon (+3 Accuracy, and 1d8 base damage) Sharpened Hubcap discus)  
 
*Light Ranged Weapon (+3 Accuracy, and 1d8 base damage) Sharpened Hubcap discus)  
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====Stats====
 
====Stats====
  
HP/Blooded: 38/19
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HP/Blooded: 23/11
  
Speed: 0
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Speed: 7
  
AC: 20
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AC: 17
  
Fortitude: 13
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Fortitude: 12
  
Reflex: 20
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Reflex: 27
  
Will: 15
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Will: 16
  
Initiative: +5
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Initiative: +4
  
 
====Alpha Mutation====
 
====Alpha Mutation====
*4. Redundent Organs
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*12.Vampiric healing
 
  
 
====Omega Tech====
 
====Omega Tech====
*5. Inertial armour
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====Alpha Deck====
 
====Alpha Deck====
*1.Redundant Organs
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*2.Probosics
 
*3.Accelerated Claw
 
*4.Flurry of Bodies
 
*5.Density
 
*6.Adaptive Restince
 
*7.Venomous Spurs
 
*8.Metal Body
 
*9.Molecular Instability
 
*10.Shimmershield
 
*11.Invisibility
 
*12.Kinetic Absorption
 
*13.Life Leech
 
*14.Vampiric Healing
 
  
 
====Omega Deck====
 
====Omega Deck====
*1.The Patch II
 
*2.Inertial Armor
 
*3.Laser Whip
 
*4.Duralloy Shield
 
*5.Stun Whip
 
*6.Servo-assisted Armour
 
*7.Diskthrower
 
*8.Forceshield
 
*9.Artifical Blood
 
*10.Chameleon shield
 
*11.Neural Batton
 
*12.Phoenix Neurojack
 
*13.Inviso Armor
 

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