Flopflap "The Rectifier" Stingdick

Level 2 Rude Blob Thing
Flopflap Stingdick
+2
15
Strength
+0
10
Constitution
+4
18
Dexterity
-1
9
Intelligence
+3
16
Wisdom
+0
11
Charisma
+0
10
Luck
HIT POINTS
Total
32
Current
32
Bloodied
16
Surges
3
S. Wind
DEFENSE MODIFIERS
Resist 5 Acid (Ooze), +2 Fortitude (Hybrid), +2 Reflex (Hypercognitive)
1
Action Points
+14
Initiative
6
Speed
SKILLS
+5
Education
+2
Esoterica
+4
Fitness
+8
Intimidate
+6
Mechanics
+6
Perception
+2
Resources
+8
Skulduggery
+9
Social
+7
Survival
ATTACKS
1d8 + 6
+9 vs AC
Nunchaku (Melee 1, Accuracy 3)
1d8 + 6
+9 vs AC
Shuriken (Ranged 5, Accuracy 3)
The Anatomist's Friend
Omega
For use in controlled laboratory conditions ONLY. Do not expose to slaads. Use in necromancy strictly prohibited.
EncounterShadow, Transmutation
Standard ActionRanged 5
Target: Two creatures within range. These creatures must also be within 5 squares of each other, and have clear line of sight to one another.
Attack: Intelligence + Luck + level vs Fortitude
Hit: 3d8 - Luck physical damage (use the Luck modifiers of the targets). An internal organs will be swapped between the two targets. Roll 1d20 to identify the affected organ.

1. Heart
2. Stomach
3. Liver
4. Left Kidney
5. Right Kidney
6. Large Intestine
7. Left Lung
8. Right Lung
9. Pancreas
10. Urinary Bladder
11. Skin
12. Small Intestine
13. Left Eye
14. Right Eye
15. Entire Reproductive System
16. Spinal Cord
17. Adrenal Gland
18. Appendix
19. Entire Skeleton
20. Brain

Overcharge: When you use this tech, you can roll a d20.

10+: You may choose to waive the 3d8 damage caused by the procedure (damage due to gross anatomical incompatibility may still occur).

9 or less: It seems as though you've become one of your own test subjects. Uh-oh.


Lizard Pheromones
Alpha
There are several other verbs to attend to before you can walk the dinosaur.
EncounterPrimal
No ActionRanged 10
Benefit: You are irresistibly attractive to all reptilian creatures. All reptiles within range must do everything within their power to get closer to you, provided the action required to do so would not be obviously lethal to them.
Overcharge: When a reptile enters range, you can roll a d20.
10+: For the rest of the encounter, at the beginning of your turn you may toggle the pheromone effect for each reptile in range. Available settings are On, Off, and Reverse.
9 or less: All reptiles in range have double speed.

GEAR
2 Hwacha Enter The Pseudodragon® Carbon Steel Nunchaku (2x 1H Light Melee), Flying Cat Economy Size Barrel o' Shuriken (1H Light Ranged), pre-Mistake lava lamp (congealed) , Magic 9-Ball, 1833 edition of The Young Lady's Guide to Etiquette and Grooming, Transmorphers toy (Optimal Pram with special Valentine's Day stickers), hula hoop, inflatable life vest, flare gun (w/2 flares), 311 lamp sockets

MONEY
Domars
1.1
Caps
0
Coin
0
Bills
0
Credit
0
Flopflap Stingdick

19
Armor Class
16
Fortitude
18
Reflex
15
Will
RACE
Cyberjelly
Ability Bonus: +2 to Constitution.
Skill Bonus: +2 Skulduggery, +2 Survival.
Acidic: Resist Acid 5 + 1/2 level
No Bones: Ignore the first 30 feet when determining fall damage.
Oozekind: Once per encounter, you can use either the Engulf or the Slime Sneak power.
Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Survival checks to resist the effect of starvation, thirst, or suffocation.
CLASS
Hybrid Assassin/Ranger
Primary Ability: Dexterity
Shadow: +2 to Shadow overcharge.
Defense Bonus: +2 Fortitude
MUTATION
Hypercognitive
Primary Ability: Wisdom
Psionic: +2 to Psionic overcharge.
Skill Bonus: +4 to Social.
Random Skill Bonus: +4 to Intimidate.
Defense Bonus: +2 to Reflex.
Unsurprisable: +8 to Initiative.
Hypercognitive Critical: When you score a critical hit, the attack deals 1d10 extra damage, and you and an ally within 5 squares of you gain +2 to all defenses until the end of your next turn.
BACKGROUND
Failed Experiment
Flopflap is just one of many half-baked exercises in nano-augmentation to be flung from the Malboro labs into URBX in a bid to recoup expenses.
Level 1: Gain the What Does This Button Do power.
Level 2: Gain the Reroute To Subroutines power.

Fight Like Crazy
Feat
You may wield a one-handed weapon in your off hand. Gain 5 additional hit points.

SPONSORS
Ruining The Future Today
Stronger New Formula
Sponsored Feat
Ignore the first 5 points of damage resistance when attacking with an acid, poison, or necrotic power.

BANZAI VIOLENCE FOREVER HURRAY!

A Napple a Day


POWERS

Assassin's Shroud
Assassin Feature
Have you ever even used this?
At-WillShadow
Free ActionClose Burst 10
Target: One enemy you can see in burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any.
Special: You can use this power only on your turn and only once per turn.

Hunter's Quarry
Ranger Feature
Seriously, I don't remember.
At-Will
Minor Action
Effect: Once per turn as a minor action, 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 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 can’t 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 Damage: 1d6

Twin Strike
Ranger Attack 1
Two! Two attack rolls! Ah ah ah.
At-WillMartial, Physical, Weapon
Standard ActionMelee or Ranged weapon
Target: One or two creatures
Attack: Dexterity + level + accuracy vs. AC; two attacks
Hit: 1[W] physical damage per attack.
Requirement: You must be wielding two melee weapons or a ranged weapon.


Executioner's Noose
Assassin Attack 1
Not-so-erotic asphyxiation.
At-WillShadow, Force, Weapon
Standard ActionRanged 5
Target: One creature
Attack: Dexterity + level + accuracy vs. Fortitude
Hit: 1d6 + Dexterity + level force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.

Uncanny Strike
Hypercognitive Novice
Thanks to my powerful intellect, I knew that the man I stabbed would try to kill me.
At-WillPsionic. Physical, Weapon
Standard ActionMelee or Ranged weapon
Target: One creature
Attack: Wisdom + level + accuracy vs. AC.
Hit: 1[W] + Wisdom + level physical damage, and the target grants combat advantage until the end of your next turn.

Engulf
Ooze Racial Power
You're not ready for this jelly.
EncounterPrimal, Acid
Minor ActionMelee touch
Target: One creature grabbed by you
Attack: Dexterity + level + 2 vs. Fortitude
Hit: 1d6 + Constitution acid damage, and the target is dazed until the end of your next turn.

Slime Sneak
Ooze Racial Power
Squish.
Encounter
Minor ActionPersonal
Trigger: You are hit by a close attack or a melee attack.
Effect: You assume the slime sneak stance. Until the stance ends, you gain a +5 bonus to Skulduggery and have concealment. Making an attack ends the stance.

Dire Wolverine Strike
Ranger Attack 1
Reap the whirlwind!
EncounterMartial, Weapon
Standard ActionClose Burst 1
Target: Each enemy in burst you can see.
Attack: Dexterity + level + accuracy vs. AC
Requirement: You must be wielding two melee weapons.
Hit: 1[W] + Dexterity + level physical damage.

Grave Spike
Assassin Attack 1
Be a Tidy Citizen: Clean up your own blood.
EncounterShadow, Weapon
Standard ActionMelee weapon
Target: One creature
Attack: Dexterity + level + accuracy vs. AC
Hit: 2[W] + Dexterity modifier + level physical damage, and ongoing 6 physical damage (save ends). Whenever the target takes this ongoing damage, the target falls prone.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 bonus to attack rolls against the target while your shrouds are on it.

What Does This Button Do
Failed Experiment Utility
The shiny, candy-like button!
EncounterElemental
Free ActionRanged sight
Trigger: You or an ally you can see spends an action point to make an attack.
Effect: After the attack is resolved, roll a d6. The triggering character gains the resulting benefit.

1. The character gains a +2 power bonus to attack rolls until the end of your next turn.

2. Until the end of your next turn, the target of the attack takes 2 extra damage each time it is hit with an attack.

3. The character gains a +2 power bonus to speed until the end of your next turn.

4. Until the end of your next turn, the target of the attack grants combat advantage.

5. The character can make a basic attack as a free action.

6. Until the end of your next turn, the target of the attack cannot shift.

Reroute to Subroutines
Failed Experiment Utility 2
All power to that thing that we don't know what it does!
EncounterElemental
Free ActionPersonal
Trigger: You use What Does This Button Do.
Effect: You lose a healing surge, and you can choose the result of your d6 roll.

Flopflap "The Rectifier" Stingdick

Gamma World: URBX Pangalin