Robots Don't Cry
Doppelganger Cockroach, NPC
Level 1 (1 Alpha Mutation, 1 Omega Tech)
28 HP, 14 Bloodied
19 AC, 14 Fort, 19 Reflex, 14 Will
STR: 11 (+0), DEX: 8 (-1), WIS: 17 (+3), CON: 16 (+3), INT: 18 (+4), CHA: 7 (-2)
Initiative +0, Speed 6
+8 Light One-handed Melee 1d8+5 physical damage
+8 Light One-handed Ranged (5) 1d8+5 physical damage
Novice Primary: Double Trouble - At-Will; Standard; Personal; Effect: You create a duplicate of yourself in an unoccupied square within 5 squares of you. The duplicate acts in the initiative order directly after you and can take all the actions that you can take, except that it can't use doppelganger powers, Alpha Mutations, or Omega Tech. Its statistics are the same as yours, except that it has only 1 HP. Your duplicate disappears when it drops to 0 hit points or at the end of your next turn.
Novice Secondary: Eau de Roach - At-Will; Standard; Melee 1; Target: One creature; Attack: +4 vs. Fort; Hit: 2d8+5 acid damage, and you push the target 1 square.
Doppelganger: Intelligence; Dark; +2 to dark overcharge; +4 bonus to Conspiracy checks; +2 bonus to Reflex; Whenever you draw an Alpha Mutation card, draw two cards from the same deck and choose which one to keep. Put the other on the bottom of the deck.
Cockroach: Bio; +2 to bio overcharge; +4 bonus to Mechanics checks; +2 bonus to Reflex; You can climb your speed. You can’t attack while climbing.
Nawo roams the world looking for Ancient devices that he can fix up and sell/trade. He’s really a coward at heart and is usually found running away from a fight. However, he is still very effective if he’s backed into a corner. If you can get him to talk (or can stand talking to a six foot tall cockroach that occasionally spins off clones of himself when he gets agitated), you’ll realize that he is very knowledgeable and can remember all sorts of useful information.