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Level 2 Vampire²
Esperansita Mamara
+1
12
Strength
+1
12
Constitution
+4
18
Dexterity
+2
15
Intelligence
+2
14
Wisdom
+4
18
Charisma
-2
6
Luck
HIT POINTS
Total
30
Current
30
Bloodied
15
Surges
3
S. Wind
DEFENSE MODIFIERS
Resist 5 Necrotic (Vryloka);+1 Fortitude, +1 Will, +2 AC, Vulnerable 5 Radiant (Vampire)
1
Action Points
+5
Initiative
6
Speed
SKILLS
+4
Education
+10
Esoterica
+3
Fitness
+6
Intimidate
+6
Mechanics
+8
Perception
+8
Skulduggery
+10
Social
+4
Survival
+4
URBX
ATTACKS
1d8 + 6
+9 vs AC
Whip (Melee 1, Accuracy 3)
1d12 + 6
+10 vs AC
T-Shirt Cannon (Ranged 20, Accuracy 4)
Military-Issue Hypostim
Omega
Making fetch happen.
EncounterMartial
Minor ActionPersonal
Effect: Until the end of the encounter, whenever you make an Fitness check, you can roll two d20s and take the total result.
Overcharge: When you use this tech, you can roll a d20.

10+: Roll 3d20 for your Fitness checks instead.

9 or less: This one's expired. Take 5 damage, and you're dazed and slowed (single save ends both).


Spontaneous Monotreme Generation
Alpha
Dungeons & Dragons & Knuckles!
EncounterPrimal, Beast
No ActionPersonal
Benefit: Whenever you miss an attack, a Small-sized monotreme is generated in a space adjacent to you. Decide the variety of monotreme and the space it occupies at the time of its generation. If there is no empty space adjacent to you, monotreme generation does not occur. The monotreme will be very confused by this event and is in no mood to attack anybody, so don't ask. At the beginning of your next turn the monotreme will do its best to flee for safety.
Overcharge: When you create a monotreme, you can roll a d20.

10+: You generate 8 monotremes instead, completely surrounding you.

9 or less: You retroactively become a monotreme, changing the past and badly upsetting your parents.

GEAR
Appropriate Restraints 5' Drakehide Bullwhip (1H Light Melee), Socketed Monogrammed Cat O' Nine Tails (1H Light Melee), Aluminum Sporting Chance Stadium-Strength Apparel Imperiler (2H Light Gun), light team jumpsuit, pre-Mistake heirloom compound longbow, Spatula City 5-piece "Anniversary Assortment", Plaster Master No Scabs! liquid bandage kit, 2-liter bottle of euphemistic blue fluid, a child's bicycle, 16 bottles of distressingly strong Albion beer, 8 baffling cone-shaped pizzas, tiny plastic spoon of elf detection, 2 timid chinchillas

MONEY
Domars
334.5
Caps
0
Coin
0
Bills
0
Credit
0
Esperansita Mamara

21
Armor Class
14
Fortitude
16
Reflex
17
Will
RACE
Vryloka
Ability Bonus: +2 to Charisma.
Skill Bonus: +2 Perception, +2 Skulduggery.
Defense Bonus: Resist 5+ 1/2 level Necrotic.
Exsanguinated: When you're bloodied, gain 2 HP less from healing effects.
Just Naturally Pale: +5 to Social when attempting to pass as Human.
Living Dead Girl: If an effect applies to you which treats the living and the undead differently, choose how the effect should treat you.
CLASS
Vampire
Primary Ability: Dexterity
Shadow: +2 to Shadow overcharge.
Defense Bonus: +1 Fortitude, +1 Will; +2 AC if wearing light armor and no shield.
Child of the Night: You can see just fine in the dark, and you don't need to breathe. Vulnerable 5 Radiant. Take 5 Radiant damage every round your skin is exposed to direct sunlight. If this damage knocks you unconscious, you're dust.
I Endure: When you're bloodied, gain regeneration equal to your Charisma modifier. Radiant damage disables this regeneration until the end of your next turn.
Stronger Than I Look: Add your Charisma modifier to damage dealt by powers granted by the Vampire class.
MUTATION
Empath
Primary Ability: Charisma
Psionic: +2 to Psionic overcharge.
Skill Bonus: +4 to Social.
Random Skill Bonus: +4 to Esoterica.
See It Coming: You and adjacent allies never grant combat advantage.
Stay With Me: Adjacent allies gain +5 to death saves.
BACKGROUND
Outlaw
Esperansita lives a life on the run, marked for death by a powerful cabal of elven aristocrats.
Level 1: Gain the Surprise! power.
Level 2: Gain the Just Leaving power.

Sickening Finish
Feat
When you reduce an enemy to 0 hit points, gain +1 to all defenses until the end of your next turn.

SPONSORS
Performed by professionals on closed uterus. Do not attempt.
Total Confidence
Sponsored Feat
Gain +2 speed when bloodied.

Keeping Your Blood Secure

Stick 'em with the pointy end.


POWERS

Dark Beckoning
Vampire Attack 1
Dude, come check out this weird knife I found.
At-WillCharm, Psychic, Shadow, Weapon
Standard ActionRanged 5
Target: One creature
Attack: Charisma + 2 + level + accuracy vs. Will
Hit: 1d6 + Charisma modifier + level psychic damage, and you pull the target up to 3 squares.

Taste of Life
Vampire Attack 1
I drink it up!
At-WillShadow, Necrotic, Weapon
Standard ActionMelee 1
Target: One creature
Attackr: Dexterity + level + accuracy vs. Fortitude
Hit: 1d8 + Dexterity modifier + level necrotic damage, and you gain HP equal to your Charisma modifier +2.

Vampire Slam
Vampire Attack 1
Whatcha gonna do, brother, when Transylvania runs wild on you?! .
At-WillShadow, Weapon
Standard ActionMelee 1
Target: One creature
Attack: Dexterity + level + accuracy vs. Reflex
Hit: 1d10 + Dexterity modifier + level physical damage, and you can push the target 1 square.
Special: You may use this power as a melee basic attack.

Vitality Transfer
Empath Novice
Just gonna go ahead and swipe that.
EncounterPsionic
Standard ActionRanged 3
Target: One creature
Attack: Charisma + level vs. Fortitude
Hit: The target is weakened until the end of your next turn. You or one ally within 5 squares of you gains hit points equal to your Charisma modifier.

Lifeblood
Vryloka Racial Utility
Having a great time, wish you weren't here.
Encounter
Free ActionPersonal
Trigger: You kill or bloody an enemy.
Effect: You shift up to your speed, OR you gain hit points equal to 5 + 1/2 level, OR you gain +2 to attack rolls until the end of your next turn.

Blood Drinker
Vampire Attack 1
Glug glug glug.
EncounterShadow
No ActionPersonal
Target: The triggering enemy
Trigger: You hit an enemy with a vampire melee at-will attack power.
Effect: The target takes 1d10 extra damage from the triggering attack, and you gain 1d8 hit points.

Swarm of Shadows
Vampire Attack 1
Suddenly, bats! Thousands of them!
EncounterShadow, Teleportation, Weapon
Standard ActionClose blast 3
Target: Each enemy in the blast
Attack: Dexterity + level + accuracy vs. Fortitude
Hit: 3d6 + Dexterity modifier + level physical damage, and ongoing 5 physical damage (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn.

Surprise!
Outlaw Attack 1
It's funny because serious brain damage.
EncounterMartial
No ActionSpecial
Trigger: When using a basic attack or an at-will weapon attack power, you hit an enemy that is granting combat advantage to you.
Effect: The enemy is dazed until the end of your next turn.

Just Leaving
Outlaw Utility 2
Late for an appointment, wouldn't you just know it.
EncounterMartial
Move ActionPersonal
Effect: You shift one square, then move up to your speed. If you end your movement in a square with partial cover or partial concealment, you can make a Skulduggery check as a free action to hide from nonadjacent enemies.

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Gamma World: URBX Pangalin