Rufus "Overwatch" Thorolfsson

Level 1 Blurry Thing With a Gun
Rufus Thorolfsson
-1
9
Strength
+1
12
Constitution
+6
22
Dexterity
+2
15
Intelligence
+1
13
Wisdom
-2
6
Charisma
+1
13
Luck
HIT POINTS
Total
24
Current
-6
Bloodied
12
S. Wind
DEFENSE MODIFIERS
+1 Fortitude, +1 Reflex (Ranger) +1 AC (Magnetic)
1
Action Points
+9
Initiative
7
Speed
SKILLS
+3
Education
+3
Esoterica
+2
Fitness
-1
Intimidate
+11
Mechanics
+9
Perception
+7
Skulduggery
+2
Social
+8
Survival
+3
URBX
ATTACKS
1d8 + 7
+10 vs AC
Boot to the Head (Melee 1, Accuracy 3)
1d8 + 7
+11 vs AC
Service Revolver
(Ranged 10, Accuracy 4)
Holodude
Omega
Who's this handsome fella?
EncounterMartial, Illusion
Standard Action
Effect: This tiny projector issues an almost flawless holographic likeness of the user. The Holodude appears in a space adjacent to you, and you can substitute an action to have the Holodude mimic an action of that type instead. Holodude has no physical mass, and is unable to cause or suffer any actual physical harm.
Overcharge: When you use this tech, you can roll a d20.
10+: Hard light technology! Holodude's attacks deal half damage.
9 or less: Cracked the lens. Holodude is significantly less convincing.

Distressingly Sweaty
Alpha
It's not all laser eyes and fire breath, you know.
EncounterPrimal
Benefit: You're constantly drenched in sweat (though you oddly don't seem more dehydrated than normal). Gain a +4 bonus to all defenses against attacks that would grab you and attacks that would require direct physical contact (ie, not via a weapon). You're unpleasant to be near: any creature ending their turn adjacent to you becomes weakened (save ends).
Overcharge: When you start your turn, you can roll a d20.
10+: Until the end of your next turn, lose the benefit of this mutation. Your sweat collects in a puddle at your feet, transforming your current square into difficult terrain with the weakening property described above. You're immune to the puddle.
9 or less: You're blinded by your own sweat (save ends).

GEAR
Steel-toed Avandra Trailblazers® (1H Light Melee), Battlehammer Defense .357 Double Action Trollstopper® (1H Light Gun), Down With Hippies 20" x 36" polycarbon riot shield, light team jumpsuit, half-pound bag of Grok's Super Good Jacks, 6 stench rounds, 3 ignition rounds, 1 adhesive round

MONEY
Domars
0
Caps
4
Coin
3
Bills
0
22
Armor Class
13
Fortitude
18
Reflex
12
Will
RACE
Elf
Ability Bonus: +2 to Dexterity.
Skill Bonus: +2 Perception, +2 Survival.
Fey Origin: You're considered Fey for effects that relate to origin.
Group Awareness: Non-elf allies within 5 squares gain +1 to Perception.
Wild Step: Ignore difficult terrain when shifting.
CLASS
Ranger
Primary Ability: Dexterity
Martial: +2 to Martial overcharge.
Defense Bonus: +1 Fortitude, +1 Reflex
Hunter Fighting Style: Gain Quick Draw as a bonus feat. Sheathe a weapon as a free action. +4 to AC against opportunity attacks you provoke by making ranged attacks.
Prime Shot: When you're closer to a target than any of your allies, gain +1 to ranged attack rolls against that target.
MUTATION
Magnetic
Primary Ability: Dexterity
Primal: +2 to Primal overcharge.
Skill Bonus: +4 to Mechanics.
Random Skill Bonus: +4 to Survival.
Defense Bonus: +1 to AC
Magnetized Body: When you are pushed, pulled, or slid, you can reduce the distance of the forced movement by 1 square.
Rufus

Defensive Mobility
Feat
Gain +2 to AC against opportunity attacks.


Quick Draw
Feat
Gain +2 to initiative. You may draw a weapon
or an object as part of the action of attacking
with the weapon or using the object.

SPONSORS
Grok!
Greenwood Gunsmiths
Garcian

POWERS
Hunter's Quarry
Hunter's Quarry Power
Remember when I said I'd kill you last?
At-Will
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.
Quarry Bonus Damage: 1d6

Warning Shot
Ranger Attack 1
Next one won't be in the leg.
At-WillMartial, Physical, Weapon
Standard ActionRanged weapon
Primary Target: One creature
Primary Attack: Dexterity + level + accuracy vs. AC
Hit: 1[W] + Dexterity modifier + level physical damage, and choose 1 square in or adjacent to the primary target's space. If a creature moves into that square before the start of your next turn, you can make a secondary attack against the new target as an immediate action.
Secondary Target: One creature
Secondary Attack: Dexterity + level + accuracy vs. AC
Hit: 1[W] physical damage.

Fading Strike
Ranger Attack 1
Be right back, all out of... not... bullets?
At-WillMartial, Physical, Weapon
Standard ActionMelee or Ranged weapon
Target: One creature
Attack: Dexterity + level + accuracy vs. Reflex
Hit: 1d10 + Dexterity modifier + level physical damage, and you shift 2 squares to a square that is not adjacent to the target.
Hunter Fighting Style: You may use this power instead of a melee basic attack when making an opportunity attack.

Lodestone Lure
Magnetic Novice
When I get angry, things begin to happen!
At-WillPrimal, Electricity
Minor ActionMelee 5
Target: One creature
Attack: Dexterity + level vs. Fortitude
Hit: 1d8 + Dexterity modifier + level electricity damage, and you pull the target 3 squares.

Elven Accuracy
Elf Racial Utility
I have yet to meet one that can outsmart bullet.
Encounter
Free ActionPersonal
Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll even if it's lower.

Rapid Volley
Ranger Attack 1
Fan the hammer!
EncounterMartial, Physical, Weapon
Standard ActionRanged weapon
Targets: One or two creatures.
Attack: Dexterity + level + accuracy vs AC, one attack per target. If you target only one creature, add +2 to the damage roll. If you target two creatures, -2 to both attack rolls.
Hit: 1[W] + Dexterity + level physical damage.

Hunt's End
Ranger Attack 1
Well, do ya, punk?
DailyMartial, Physical, Weapon
Standard ActionMelee or Ranged weapon
Target: One bloodied creature
Attack: Strength + level + accuracy vs. AC (melee) or Dexterity + level + accuracy vs. AC (ranged). If the target is your quarry, your critical range on this attack is expanded by 1.
Hit: 3[W] + Strength modifier + level physical damage (melee), or 3[W] + Dexterity modifier + level physical damage (ranged).
Miss: Half damage

Rufus "Overwatch" Thorolfsson

Gamma World: URBX Pangalin