Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills:
- Athletics d12+2
- Common Knowledge d4
- Fighting d12+2
- Focus d6+2
- Notice d4
- Occult d6+2
- Persuasion d4
- Shooting d8
- Stealth d4
- Vow (iconic): protect and aid Gill
- Outsider (Iconic)
- Wanted (Iconic)
- Sinks Like a Rock(Can’t swim, Minor): –2 to swimming (Athletics) rolls; Each inch moved in water costs 3” of Pace.
- Curious (Major): The character wants to know about everything.
- All Thumbs (Minor): –2 to use mechanical or electrical devices.
Iconic Framework
- Construct (0): Intelligent Constructs are beings made of inorganic material. They add; +2 to recover from being Shaken, Ignore 1 point of Wound penalties, Don’t breathe, Are immune to Disease and Poison, Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
- Inorganic Normal cyber-ware does not work on Constructs.
- Outsider (Major) (0): Curatrix is not considered a sentient. He suffers a −2 to Persuasion.
- Core Directive (Major) (0): Vow (Major) protect Gill.
- Wanted (Major) (0): Golem's are very valuable and wanted.
- Transferred Intelligence (0): May access PPE and ISP, and take related Arcane Backgrounds.
- Arcane System (-4=-4): Through complex enchantments Curatrix lives. He must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources each day. The lower of Occult or Focus is used to fix these constructs instead of Repair.
- Super-heavy Frame (0=-4): Size +3, +3 Toughness.
- Legs (0=-4): The Construct has Pace 6 and d6 running die.
- Improved Senses (1=-3): The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.).
- Obvious Construct (-2=-5): The being is obviously inorganic. Opponents gain +2 on Notice rolls to discern its true nature.
- Non-Vocal (-1=-6): The Construct lacks the ability to form the sounds made by most other races.
- Feature Locked Physiology (-4=-10): The Construct’s core physical systems cannot be modified.
- Specialized Construction (-6=-16): Curatrix subtracts 2 on Agility, Smarts, and all skill rolls not directly related to its primary function.
- Obscure Construction (-3=-19): Advanced enchantment impose a −3 penalty on skill checks related to his construction (such as repairing, modifying, or examining them).
- Armor 20 (5=-14)Armor (Size +2): The outer layer of the Construct is hardened, gaining +20 MDC natural Armor.
- Automated Repair Unit *2 (4=-10): Make a Vigor roll as a free action twice per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
- Manual Repair Systems (2=-8): +2 to focus and occult
- Bioreactor (1=-7): May consume organic food and water.
- Reinforced Chassis +6 (3=-4): Gain +6 Toughness.
- Summoned for Conflict (2=-2): Receives +2 Athletics, and Fighting.
- Elemental Opposition Weakness (-1=-3): Water/Ice Damage inflicts +4 Damage
- Elemental Opposition Weakness (-1=-4): Lightning (Electrical) Damage inflicts +4 Damage
- Elemental Opposition Weakness (-1=-5): Holy Damage inflicts +4 Damage
- Powerful Battle Enchantments (10=5): Integrated edges
- Brawler: Toughness +1, add d4 (or a die tpe) to damage from fists and natural weapons can be combined with Martial Artist, Claws, or similar abilities.
- Bruiser: Increase unarmed Strength damage a die type and Toughness another +1.
- Nerves of Steel / Improved Nerves of Steel : Ignore up to two levels of Wound penalties. (total all wound penalties)
- Tough as Nails / Tougher Than Nails: The hero can take five Wounds before being Incapacitated.
- Frenzy / Improved Frenzy: Roll a second Fighting die with up to two melee attacks per turn.
- First Strike / Improved First Strike: Free Fighting attack against up to three foes when they move within Reach.
- Offensive Arcane Enchantments Integral Weapon Systems (2=7):
- Sliver (Giant summonable rune weapon: Str+2d12 (Str+2d8+Brawler+Bruiser+Natural Weapon), AP 16, Str min d12+2, Weight 16, Notes: Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger.)
- Lighting Stare (4d6, AP 3, range; 24/48/96, RoF 3, +1 Hit, +2 Damage, Heavy Pulse[RoF 1, for +1 Shooting, +3 damage, Snapfire, MD] ,Cauterize, No recoil)OOC Comments
- Attribute (17=24): Increase an Attribute by one die type. Spirit +2dt, Strength +9dt, Vigor +6dt
Advances
- Brute (Hindrance): Athletics is linked to strength, The character may also resist Athletics Tests with Strength if she chooses. Brutes increase the Short Range of any thrown item by +1.
- Ambidextrous (Hindrance): No off hand penalty
Powers
Arcane Background (Gifted)
Power Points: 15
Speak With Nature [Elemental Manipulation]
Gear
Large Shield Carries a specially crafted large shield made of Mega Damage Materials.
- +3 Parry
- -4 Cover
- Weight: 96 (was 12, x4 for racial "big" but mathematically it should be x8 for twice the dimensions)
Advances