Hands of Blue
Dressed
in matching suits, these two people appear to be wearing blue gloves. They move
with an almost mechanical precision.
HANDS OF BLUE CR 5/MR 2
XP 1,600
NE Medium
augmented humanoid (cybernetic, mythic)
Init +8; Senseslow-light vision; Perception +10
DEFENSE
AC 18, touch 16, flat-footed 14 (+2
armor, +4 Dex, +2 natural)
Hp 48 (5d8+26)
Fort +3, Ref +8, Will +3
DR 5/epic; Immune sonic
OFFENSE
Speed30 ft.
Melee unarmed strike +7 (1d6+1)
Ranged concussive pistol +7 (2d4 force)
or concussive pistol +7 touch (1d4 non-lethal)
Special Attacks mythic power (2/day, surge
+1d6), sonic neutralizer (DC 15, 30 ft. burst, 1d4 sonic plus 1d4 Con and stun)
STATISTICS
Str12, Dex19, Con15, Int17, Wis14, Cha12
Base Atk +3; CMB +4; CMD18
Feats Improved InitiativeM, Improved
Unarmed StrikeB, Skill Focus (Perception), Weapon Finesse
Skills Climb +9, Heal +10, Intimidate
+6, Knowledge (any) +5, Perception +10 (+14 for auditory), Survival +10
Languages Binary, Chinese, Common, Latin
SQ cybernetic enhancements (augmented
anatomy (arms), audio filters), internal database, paired reliance
ECOLOGY
Environment any
Organization pair
Treasure standard (concussive pistol,
light armored vest, sonic neutralizer)
SPECIAL ABILITIES
Cybernetic Enhancements (Ex) Cyborgs
poses a number of special enhancements equal to their mythic rank. These
cyborgs have installed the augmented anatomy (arms) and audio filters
enhancements.
Internal Database (Ex)Cyborgs contain a
small database that contains basic information about most subjects. They get a
+2 racial bonus to all Knowledge skill checks and may make all Knowledge skill
checks untrained.
Paired Reliance (Ex) Cyborgs must
designate another cybernetic entity as their reliance twin. The two entities
gain the benefit of a telepathic bond that allows them to share thoughts and
senses with each other. This other cybernetic entity must stay within 100 ft.
at all times; if they do not, there is a cumulative 1% chance each round that
its processor overloads and the cyborg goes berserk. An uncontrolled cyborg
goes on a rampage, attacking the nearest living creature or smashing some
object smaller than itself if no creature is within reach, then moving on to
spread more destruction. An un-paired Cyborg can spend a full-round action to
pair itself with a new cyborg within 100 ft. If there is a suitable cyborg in
range, it must make this action on its turn.
Experiments
with cybernetics have led to huge advancements in prosthetic medical technology,
but military scientists are working on innovative enhancements that can create
powerful soldiers. While these projects are still in prototype, a plan to build
a large squadron of these units is in motion.
One of the
major drawbacks is the need to slave two cybernetic beings processors linked to
each other in order to balance certain mathematical problems. Without this
link, the neural processors required to run the advanced implants make the
cyborg go insane in less than a minute. By linking two beings together, they
can act as a balance for each other, keeping mission objectives firmly
prioritized.
While some
Alliance officials see the cyborg’s complete lack of human empathy and
compassion a drawback, most project leaders see that as an added bonus of the
neural processors. Soldiers and agents will sometimes disobey orders on
humanistic grounds, but the cyborgs never disobey a direct order.
Cyborgs Characters
Cyborgs
generally advance in racial hit dice and a mythic rank for every 2 HD,
advancing as a mythic monster. Players may choose to start a cyborg with the
following attributes and no racial hit dice; these cyborgs advance by level and
mythic tiers. They may choose a new Cybernetic Enhancementinstead ofa mythic path
ability.
+2 Dexterity, +2 Intelligence, -2
Charisma: Cyborgs are precise and logical, but lack basic human warmth.
Medium: Cyborgs are typically
built from fully developed humans, so they are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Without special
Cybernetic Enhancements, Cyborgs have a base speed of 30 feet.
Low-Light Vision: All Cyborgs
are outfitted with ocular enhancers that give them low-light vision.
Cybernetic
Enhancements: Cyborgs poses a number of special enhancements equal to their
mythic rank.
Audio Filters: The inner ear is replaced with an array that gives
them a +4 bonus to hearing based Perception checks and makes them immune to
sonic damage. Though they have superior hearing, Cyborgs often have trouble
determining the distance of a perceived sound.
Augmented Anatomy (arms):The cyborgs arms are completely replaced
with a malleable blue substance. This substance can be shaped into almost any
form by the cyborg’s thoughts. By using these limbs, they can transform the
arms into any tool of roughly the same size (such as a hammer, crowbar, shovel,
etc), gain the Improved Unarmed Strike feat as a bonus feat, and deal 1d6
points of damage with an unarmed strike.
Augmented Anatomy (legs):Several internal enhancements are installed
that give the cyborg a +10 racial bonus to their base speed, and they are
always treated as having a running jump. Furthermore, they gain a +4 bonus to
CMD against trip attempts.
Determination Drive: When the cyborg is reduced to less than zero
hit points, but is not dead, it may stay conscious and continue to act. During
this time, it acts as if under the effects of the rage ability of a 1st level
barbarian for 1 minute. The cyborg can benefit from this ability once per day
per mythic rank.
Environmental Seals: This enhancement consists of several small
adjustments that protect the cyborg from hostile environments. They gain the
Endurance feat as a bonus feat, and they can hold their breath up to 1 minute
per point of Constitution.
Flexible Bone Structure: With strategic changes to bone joints, a
cyborg can make virtually every bone connection move and double jointed. This
enhancement gives them a +4 racial bonus on Escape Artist checks and a +4 bonus
to CMD against grapple attempts.
Olfactory Sensors: A complicated implant can replace the sinuses;
this gives the cyborg the scent ability and a +4 bonus to Survival checks when
tracking by scent. Scientists report deep nose breathing and flared nostrils
from cyborgs with this implant.
Optical Enhancers: By replacing the eyes with sophisticated camera
and sensor technology, a cyborg can see in complete darkness, gaining
darkvision 120 feet. Additionally, the cyborg becomes immune to gaze attacks.
These replacement eyes are completely false looking; the best replicas look
like glass eyes.
Skin Hardening:The cyborg gains a +1 natural armor bonus from
synthetic fibers that are woven through the lower layers of skin. This
enhancement often gives the cyborg a “plastic” look. A cyborg may take this
enhancement multiple times, the bonus stacks with all other natural armor
bonuses.
Synthetic Musculature:By completely replacing the muscle tissue, a
cyborg can gain a +2 racial bonus to strength and double their carrying capacity.
These bio-synthetic muscles always feel like they’re being flexed.
Technology Protecting Explosive: A cyborg with this enhancement
protects its valuable technology from falling into enemy hands by
self-destructing if violently deactivated. When the cyborg is reduced to
negative hit points and cannot act, a small explosive device detonates dealing
damage to all creatures in 10 ft. The damage is equal to 1d6 points per hit die
of the cyborg. Affected creatures can make a Reflex save (10 + 1/2 the cyborg’s
hit dice + Constitution modifier) for half damage.
Weapon Graph:By replacing an arm with a weapon, the cyborg can
never by disarmed. Ranged weapons graphed to the cyborg regenerate ammunition
at a rate of 1 per round; the cyborg can retain a number of rounds equal to
their hit dice. Because the cyborg lacks a hand, they take a -2 penalty to
checks requiring a free hand (such as grapple and Climb skill checks).
Internal Database:
Cyborgs contain a small database that contains basic information about most subjects. They get a +2 racial bonus to all Knowledge skill checks and may make
all Knowledge skill checks untrained.
Paired Reliance:
Cyborgs must designate another
cybernetic entity as their reliance twin. The two entities gain the benefit of
a telepathic bond that allows them to share thoughts and senses with each
other. This other cybernetic entity must stay within 100 ft. at all times; if
they do not, there is a cumulative 1% chance each round that its processor
overloads and the cyborg goes berserk. The uncontrolled cyborg goes on a
rampage, attacking the nearest living creature or smashing some object smaller
than itself if no creature is within reach, then moving on to spread more
destruction. An un-paired Cyborg can spend a full-round action to pair itself
with a new cyborg within 100 ft. If there is a suitable cyborg in range, it
must make this action on its turn.
Languages:
Cyborgs begin play speaking Common and Chinese. Cyborgs with a high
Intelligence score can choose any language as a bonus language, as long as it
is not restricted.
Cyborg
Equipment
Concussive Pistol
Weight 2 lbs.; Price 200 Alliance Credits or 750gp
DESCRIPTION
Small and concealable, this energy pistol fires bolts of pure force. The
pistol has two settings: standard and stun. In standard mode, the pistol deals
2d4 points of force damage, whereas in stun mode the pistol deals 1d4 points of
non-lethal damage but only requires a ranged touch attack. In either mode, the
pistol has a range of 30 ft., misfires on a 1, deals x2 damage on a critical,
and has a power cell magazine that can hold up to 10 charges. Each magazine
typically costs 10 Alliance Credits or 10 gp. Reloading the Concussive Pistol
is a standard action.
Light Armored Vest
Weight 4 lbs.; Price 100 Alliance Credits or 50gp
DESCRIPTION
This tight fitting vest is made of advanced material that can stop
smaller gauge firearms and concussive weaponry. Though it does not have
tremendous stopping power, it is highly concealable. It gives a +2 bonus to
armor class, has a maximum Dexterity bonus of +6, no armor check penalty, and a
+4 circumstance bonus to Disguise skill checks made to conceal its presence. It
is considered light armor.
Sonic Neutralizer
Weight 1 lb.; Price 15,000 Alliance Credits or 23,000gp
DESCRIPTION
This small device contains two spring-loaded emitters that pop out when
activated as a standard action; they pulse out a sonic frequency deadly to most
living creatures. Each living creature within 30 ft. takes 1d8 points of sonic
damage, no save. Creatures who suffer the sonic damage must make a Fortitude
save (DC 15) or take 1d4 points of Constitution damage and be stunned for 1
round. A sonic neutralizer has enough power to run for 10 rounds; these rounds
do not need to be consecutive. While sonic neutralizers are typically used in
traps and other remote applications, suicide assassins will sometimes employ
these inescapable devices.
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