A forgotten heavy cyborg, trying to survive in a world gone mad...
B.A.T.M. (Big Ass Tin Man)
Wild Card
Ag d8, Str d12+1, Sp d6, Sm d6, Vi d10
Pace 6 (d8 running die) Parry 7 Toughness 11(4) Charisma -4
Skills: Fighting d10, Shooting d10, Notice d6, Intimidation d6+4, Knowledge (Battle) d4
Hindrances:
-Grim Servant o'Death:
-Loyal
-Quirk: Doesn't remember anyone's name, and tends to make something up to cover it.
Special Abilities:
-Ambidexterous: Ignore offhand attack penalty
-Fleet-Footed: Pace and running die increased
-Two-Fisted: Ignore penalty for attacking with both hands
-Harrowed:
- Fear Resistant: Add +2 to Fear checks
- Fatigue Resistance: Doesn't suffer Fatigue from mundane sources, not affected by non-lethal damage
- Hard to Kill: Suffers wounds normally, but can't be killed unless brain is destroyed. Never Bleeds Out, and can ignore all effects thereof. If incapacitated by damage to other parts of the body, they are down for 1d6 days. Will regain consciousness and can basically crawl until they get meat and components to heal. They will even regrow lost limbs.
-Cyborg (Heavy):
*Core
*No Prisoners
*Security
*Expendable
- Self Repair Unit: A cyborg needs to consume roughly a pound of meat and a number of Components equal to its wound level to attempt the roll of natural healing. if medical attention is needed to remove damage, the caregiver must roll a Repair check to remove damage. But, if the person giving medical attention doesn't have the Healing skill at the same die type or higher as their Repair skill, they suffer a -2 penalty to their roll. If they don't have the Healing skill at all, they suffer a -4 to the roll.
- Spirit Fetter: The amount of energy a manitou provides is based on it's spirit die (d10) A deader can never take more Cyborg edges than the Manitou's spirit. Cyborgs cannot manifest Harrowed edges.
- A.I.: Gives the cyborg a +4 to Dominion rolls. Cyborgs can bypass primary mission directives, by bypassing their A.I.. They are subject to an immediate Dominion roll without the bonus provided by the A.I..
- Rest:Every 24 hours, Can's must power down for 1d6 hours. If the cyborg opts not to power down, the accumulate a Fatigue level for each day they go without rest. These Fatigue levels are recovered at a rate of one per extra hour of downtime. If the can reaches Icapacitation from this Fatigue, they automatically shut down for maintenance
- Weapon Mount: Shoulder Mounted- NA M-720 (20mm)
Range: 50/100/200, 2d10 dmg, ROF 3, Shots 250(B), .50 cal, AP 3, Heavy Weapon, Snapfire penalty
- Sampson Frame: +1 Str die, carrying capacity goes to x8 Str
- Hercules Frame: +2 Str die
- Armor Plating: +2 extra Armor
- Improved EMP Shielding: Immune to EMP's, either mundane or the Doomsayer power. In addition, +2 rolls to resist ghost storms, electricity, and radiation attacks. +2 armor vs damaging attacks w/ radiation and electrical trappings.
- Weapon Implant Buzz Saw: replaces limb.
This saw is a combat model, and doesn't break on a natural one rolled on the skill die. Str+1d6+2, AP 2
- Improved Self Repair Unit:
- Power Focus:
-Supernatural Attribute: Vigor, Spirit +2 die