Post by CommJunkee on Sept 12, 2012 21:19:19 GMT -6
Name: M3D-1C
Race: Robot Man
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Healing d10+2, Investigation d6, Notice d6, Persuasion d6, Piloting d4, Repair d10, Shooting d4
Pace: 6, Parry: 4, Toughness: 5, Charisma: -2
Gear: Unarmed Strike d4 (Str)
Special Abilities:
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Loyal: Will never leave a man behind
•Healer: +2 on all Healing rolls; 5 companions gain +2 natural healing
•Clunky: Cannot raise Agility above d6 and Pace of 5.
•Construct: +2 Shaken; No wound mods, poison, disease
•Outsider: Subtract 2 from their Charisma when dealing with races other than their own.
•Technosavvy: Begin with a free d6 in one skill.
•Recharge: Requires regular recharges in order to function. Must have access to a source of power (any hi-tech world power outlet, functional rocketship, or a heavy ray gun battery suffices) for an hour every day. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
•Psionic Immunity: Immune to all psionic powers. May not take the Arcane Background (Psionics) Edge.
•Electrical Susceptibility: Suffer an additional d6 damage when struck by electricity. This die may Ace.
•Machine: Lack the ability to heal naturally. A Repair roll is required to treat their injuries. Each Repair roll requires 1d6 hours of work. May not take the Fast Healer Edge.
•Uniform Size: May not take the Brawny Edge, nor the Obese, Small or Young Hindrances.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.com
Copyright © 2004-2012 by Pinnacle Entertainment Group. All rights reserved.
Race: Robot Man
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Healing d10+2, Investigation d6, Notice d6, Persuasion d6, Piloting d4, Repair d10, Shooting d4
Pace: 6, Parry: 4, Toughness: 5, Charisma: -2
Gear: Unarmed Strike d4 (Str)
Special Abilities:
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Loyal: Will never leave a man behind
•Healer: +2 on all Healing rolls; 5 companions gain +2 natural healing
•Clunky: Cannot raise Agility above d6 and Pace of 5.
•Construct: +2 Shaken; No wound mods, poison, disease
•Outsider: Subtract 2 from their Charisma when dealing with races other than their own.
•Technosavvy: Begin with a free d6 in one skill.
•Recharge: Requires regular recharges in order to function. Must have access to a source of power (any hi-tech world power outlet, functional rocketship, or a heavy ray gun battery suffices) for an hour every day. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
•Psionic Immunity: Immune to all psionic powers. May not take the Arcane Background (Psionics) Edge.
•Electrical Susceptibility: Suffer an additional d6 damage when struck by electricity. This die may Ace.
•Machine: Lack the ability to heal naturally. A Repair roll is required to treat their injuries. Each Repair roll requires 1d6 hours of work. May not take the Fast Healer Edge.
•Uniform Size: May not take the Brawny Edge, nor the Obese, Small or Young Hindrances.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.com
Copyright © 2004-2012 by Pinnacle Entertainment Group. All rights reserved.