2461252

2461252 (Serial number on their arm) (a.k.a. Aaron)

Biases

Positive Bias

Trusts engineers more then other people. Anyone with an Enigeering skill of +10 more more is effected by this bias.

Negative Bias

They distrusts Humans. They feel that Humans are unpredictable and generally unsafe.

NPC Traits

Talent

Sings beautifully.

Mannerism

Enunciates overly clearly.

Interactions with Others

Ponderous: dull, laborious, or excessively solemn.

Ideal

Justice. Place in society shouldn’t determine one’s access to what is right. (Good)

Bond

Loyal to a benefactor, patron, or employer (Winfrith Kennard )

Flaw

Envies another creature’s possessions or station. They envy what creatures made of flesh have that they cannot have because they are made from metal.

Physical Description

Mental characteristics

Personal history

They lived in the Time Before. They can recall what Humanity was before they forgot everything they knew. They watched the world crumble and witnessed many die. More then they can count. The dead burden them with guilt. It feels as though they have failed their masters in helping to maintain the infrastructure and order. And now, those masters are long turned to ash. They are slow to emotionally invest in individual humans who are so fragile and fleeting. They have known so much pain from the passing of so many of them. They don't wish to mourn any others. Yet with every passing day, they meet more of them and more of them die.

Personality Characteristics

Motivation

Their primary motivation is to see some form of Humanity survive. They feel that it is their duty to help their makers survive the Fall. However, they have no bias as to which form of Humanity survives. They see the Zombies, the Others and the Humans as all being aspects of Humanity. They do not value one group more then any other. They also don't feel any need to see any particular individuals survive. As long as there are enough for them to continue, it really doesn't matter which ones there are.

Their secondary motivation is to maintain the Albany Medical Center power plant. This was their primary purpose and they find that they are always drawn back to this duty. They can leave the hospital for a time, but they must always return and ensure that the power plant is running as it should.

Social

Mannerisms

When they are with humans, they will do their best to behave like one. This means that they will eat food when the humans are eating. This is not something that they need to do in order to survive, but rather a function that was given to them to help them seem more human. They will time their low power mode to match when the humans are sleeping. They will do their best to behave however it is that the humans around them are behaving.

Speech

They generally don't speak much, if at all. They will wait to be spoken to before addressing a human, unless the situation is urgent and requires immediate attention. They speak in monotones and short, clipped sentences. They state only what is needed and offer no embelishments or details that are not required to transmit the message. They will not engage in idle chit chat.

Relationships

Winfrith Kennard

Friend (Important)

Towards 2461252

5
0

2461252

Friend (Vital)

Towards Winfrith Kennard

5
0

History

Over the years, Winfrith Kennard has managed to find a special place in 2461252's heart. The feelings that they have for her, they rather imagine to be close to love. They would give up being alive in order to protect her and they cannot explain to themselves, let alone anyone else, why it is that she matters so much to them. But she has visited them since she was young and over time has become an important part of thier life. They fear the inevitable time of her passing that every human faces and often hopes that they will meet their end first rather then having to be the witness to hers.

They get her painting supplies whenever they are able to find or afford them. Seeing her painting bringings them a warmth that does not otherwise come. They don't think that she is a techniquely good painter, but something about the joy that it bring her makes them want her to keep doing it anyway. A painting of a dog hangs in their section of the power station. It was the first painting she did when she was very young. It is awful, but they never see the painting when they look at it. They only see the small child who held it up to them with shy pride.

They often wonder if these are the feelings that parents have for their children.

Current Location
Species
Date of Birth
Time Before
Year of Birth
50 BT 163 Years old
Circumstances of Birth
Created for Albany Medical Center's Power Plant
Birthplace
A factory for androids
Spouses
Siblings
Children
Current Residence
Power plant
Pronouns
They/Them/Their
Sex
Asexual
Gender
Agender
Presentation
Androgynous
Eyes
Round, Aqua
Hair
Black
Skin Tone/Pigmentation
Silver metal
Height
6' 0"
Weight
300#
Belief/Deity
Known Languages
English, Spanish, French, Chinese, Italian

Preferences

They prefer the company of Engineers and Techies as they seem to better understand them and their needs. Additionally, they are useful. Most humans are difficult to understand and overly emotional. They find them overwhelming and too demanding to bother with. Those who are able to repair them tend to be of a calmer mind and are worth the effort for the services that they can provide. These are humans that they will go out of their way to protect because there are not as many that can repair them as there used to be. It is important to keep that kind of asset safe.

They prefer to sit or lay down before going into low power mode. They feel that this better mimics the sleeping state of humans and is more likely to be perceived as such if someone were to happen upon them in that state. They try to avoid being in low power in places they are not familiar with or around people they do not know. The power plant is their preferred place for going into low power mode. It is one of the few places that feels familiar and safe to them.

A name? Someone that I knew, once called me Aaron. You can call me that.-2461252

They attempt to show emotions on their face in the way that Humans do, but they have been told that this is a skill they have not yet mastered. They find this both frustrating and disappointing.

2461252

Medium Automaton: Android, Gunslinger, Neutral

Armor Class 18
Hit Points 260
Speed: 40 Feet

STR

13
( +1 )

DEX

22
( +6 )

CON

20
( +5 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

9
( -1 )

Saving Throws STR +1, DEX +12, CON +5, VIG -1, INT +1, WIS +6, SAN +0
Skills

Acrobatics +12, Athletics +12, History +7, Insight +8, Sleight of Hand +12, Stealth +12

VIG 9 and SAN 10

Condition Immunities poison and exhaustion
Senses

Passive Perception 10

Languages English, Spanish, French, Chinese, Italian
Challenge Rating CR 20 (25,000xp)
Proficiency Bonus +6

Description

They move through the wasteland like a ghost born of war and ruin—their metal faceplate frozen in a lifeless scowl, eyes glowing with a cold, synthetic blue light that pierces the smoke-choked air. Swathed in worn leathers and a tattered scarf, their armor hums faintly with residual energy, a relic of a time when technology still served humanity. The pistols in their hands, crackling with red-lit circuits, betray their purpose: precision, execution, survival. They are a lone sentinel in a broken world—silent, relentless, and not human.

Ideals

Justice. Place in society shouldn’t determine one’s access to what is right. (Good)

Bonds

Loyal to a benefactor, patron, or employer (Winfrith Kennard )

Flaws

Envies another creature’s possessions or station. They envy what creatures made of flesh have that they cannot have because they are made from metal.

Suggested Environments

They live in Camp Hope


Automaton: Android

Encyclopedic Recall

They have proficiency in all Intelligence checks when recalling lore of any kind.

Low Power

Entering low-power is similar to sleep, except nearly all outside inputs are severed. They are in a deep sleep, functioning with very little energy, allowing themselves to not die when starved. If they are prevented from entering low power when required, they can operate for one round per character level before dying. While in low power, they have no awareness of the outside world and fail all Wisdom (Perception) checks. They can be jostled out of low power if they suffer damage or if an ally physically disturbs them.

Durable

If they suffer damage, as a reaction, they can reduce their Charisma ability score by an amount up to the damage indicated instead of from their hit points. However, this damage does not regenerate and must be repaired.

Ladder: Runner

With unmatched physical discipline, they have perfected a body designed for raw speed and agility. They are not a born soldier. They spend their downtime running as a way to maintain their physical condition and to see the world outside the powerplant. But just running was not enough, and they soon began finding more challenging ways to get from point A to point B. Climbing walls, jumping across roofs, sliding under cars--nothing stood in their way. It’s not enough just to be athletic. They have to keep their eyes and mind sharp, to gauge distances, crawlspaces, and the shortest possible route even if it involves some death-defying feat of acrobatic skill. They can keep an entire landscape in mind, analyzing paths and routes of escape, even when everyone else just sees walls. This may not be raw brainpower but a natural instinct of the surrounding environment. In their spare time, they run. And they have had many years to do it.

Power to Weight Ratio

They can always choose to use Dexterity instead of Strength for the Athletics skill, and Intelligence instead of Wisdom for the Perception skill. They can also use Dexterity in place of Strength for attack or damage rolls and when setting save DCs with all weapons without the heavy property, and they have proficiency with Dexterity (Acrobatics).

Cat Balance

If they move at least 10 feet while moving towards a wall, their remaining movement becomes a climb speed until the end of their turn. This movement can be in any direction as long as it follows a vertical surface.

Sauté De Precision

If they use the Dash action, their movement increases by 1.5 times their speed (round down).

Natural Athlete

As an action, they can set their next Dexterity check or saving throw to their Dexterity score without rolling. They can do this as many times as their Intelligence modifier and regain all spent uses after they finish a long rest. Additionally, they also don’t suffer half damage from an effect that inflicts half damage on a successful Dexterity saving throw.

All About the Flipping

When wearing medium armor, their max Dex modifier is increased to 3. If wearing light armor, they gain a +1 bonus to AC. Also, if they take an action to analyze their path before making any movement on their turn, until the beginning of their next turn, they gain a bonus to their AC equal to their Intelligence modifier.

Parkour Master

They gain a pool of additional actions equal to their primary runner ability modifier. They can only use one additional action per turn, and only to take the Dash, Disengage, or Use an Object actions. Their action pool refills when they finish a long rest.

Action Pool 6

Class: Gunslinger

On the battlefield, they specialize in infiltrating behind enemy lines before sowing confusion in the ranks, dancing about the field dealing out, and disrupting opponent formations. They are mobile and agile. It would be unlikely that they would wield a pistol with a full functioning rifle on their back. They walk light, often near the front lines or scouting far ahead of a unit. Their purpose is singular, if not slightly selfish.

Proficiencies

Armor. Light and medium armor

Weapons. Simple weapons, one-handed and twohanded small arms

Tools. All ground vehicles and aircraft

Saving Throws. Dexterity, Wisdom

Skills. History, Insight, sleight of hand

Cinematic Style: Two Weapons.

Wielding two one-handed small arms is the same as wielding two light melee weapons for the purposes of two-weapon fighting. As such, they can use a bonus action to attack with their second small arm. They can add their ability modifier to the damage of the bonus attack.

Converging Fire

When attacking a creature 5 feet or closer with one or two-handded small arms, they gain a +1 bonus to attack rolls and a +2 bonus to AC against that creature.

Kata

They can use kata exploits fueled by kata points. They have 4 kata points at 1st level, gaining 1 additional point every 3rd level beginning at level 2. They regain all their spent Kata points when they finish a long rest. They can use two exploits per a turn.

Kata Points 11
Abnormally Fast (1st level)

Kata Cost. 1

Spend 1 kata as part of their movement to double their speed until the end of their turn. If they are hit with an attack before the beginning of their next turn, they gain 1 Kata.

Classic Tumble (1st level)

Kata Cost. 1

Spend 1 kata as a reaction when hit with an attack or if they fail a Dexterity saving throw. They take only ¼ damage.

Hydrostatic Shot (2nd level)

Kata Cost. 1

Spend 1 kata after hitting a target; they inflict an additional 20 damage, and if the creature is their size or smaller and moves or attacks before the start of their next turn, they can knock the enemy prone as a reaction.

Kinesics (5th level)

Kata Cost. 1

Spend 1 kata on their turn as a bonus action, and their movement is not reduced through difficult terrain; they don’t provoke opportunity attacks, and all attacks against

them have disadvantage until the beginning of their next turn. If they suffer more than one hit while kinesics is in effect, they regain 1 kata.

Rapid Kill (9th level)

Kata Cost. 2

Spend 2 kata after hitting a creature to turn that hit into a critical hit.

Way of the Gun (13th level)

Kata Cost. 1

If they hit a creature at least 20 feet away, spend 1 kata as part of that same action to gain an additional attack against one additional enemy within 5 feet of the first target.

Between the Knees (17th level)

Kata Cost. 1

Spend 1 kata before making a ranged attack roll to have advantage on that attack roll. If both attack rolls hit, double their ability modifier damage. If both miss, they regain 1 kata.

Endorphin Response

Instead of using their Hit Dice to recover hit points during a short rest, they can expend them on their turn as a bonus action and gain 4 points of kata.

Archetype: Gun Dancer

There is no formal academy or dojo where one acquires the title. It is obtained through the school of hard knocks, its warriors emerging with a prowess exceeding the others—a natural grasp of the skill as if never needing to be taught. They can examine a target in an eye blink and determine the perfect point in which to inflict the greatest harm. In addition, they have developed a harmony with the surrounding environment, always analyzing their situation for the best cover and field of fire. This allows them to avoid hits while still maintaining their concentration on a target. They rarely remain still in combat, continually moving from cover to cover, always with a vital enemy weakness firmly locked in their crosshairs.

Spastic Shot

If they use their attack action to make ranged attacks with one-handed small arms, before the end of their action, roll a d20. On a roll of 14, 15, 16 or 17 they gain one extra ranged attack as a part of the same action using a one-handed small arm, and on a roll of 18, 19 or 20, they gain two extra ranged attacks.

Faster Than the Eyes Can See

They can reload a single one-handed small arm taking no action. Once they use this feature, they cannot use it again until they take a short rest or long rest. They also gain a +2 bonus to initiative.

Cowboy Kembo

if they score a critical hit with a ranged attack gained from spastic shot, they gain one extra attack (max 4 extra attacks) with that action.

Gun Waltz

If they gain at least two additional attacks with spastic shot, they also gain a +1 bonus to AC and +5-foot bonus to their speed until the end of their next turn (not

cumulative).

Biosuit

Cost 20,000 credits. AC 15 + Dex modifier. Weighs 15 pounds. Tech level 3.

An offshoot from other nano-technology-based armor, the biosuit is designed to maximize user abilities. Its inbuilt AI is programmed to perfectly match itself to its owner, and

thus is nearly impossible to steal without being rendered useless. It’s also nearly unseen on the black market as the only way to give one away is for the original owner to be

present for the handoff and authorize the AI to match to a new user. Once paired, the biosuit perfectly conforms to the physical features of its user, knowing where to add enhancements. As a result, it is considerably more maneuverable than other armors of its type. Its most notable feature allows it to switch modes depending on conditions present.

Balance. For the sake of game balance, the biosuit counts as three very rare items.
Power. The biosuit requires an H-class power cell to operate, and it does not function without it. Cost 100 credits to recharge.

Mask. They are immune to gas attacks and inhaled poisons.

Mode. Use an action to set the biosuit’s mode. By default it is set to armor mode, but when switched, it will remain in its new mode until switched back. After a short or long rest, it automatically switches back to armor mode. Activating a mode costs a cell charge, but maintaining a mode does not.

Armor: gain 10 temporary hit points. Once during their turn, as a free action while in armor mode, they can regenerate 1 temporary hit point (the total does not reset if they disable and reengage armor mode). They also gain resistance fire, acid, and cold, as well as bludgeoning, slashing, and piercing from nonmagical weapons.

  • Strength: gain a +4 bonus to Strength and have advantage with Strength ability checks.
  • Speed: gain a +10 bonus to speed and can use the Dash action as a bonus action.
  • Cloak: become invisible until the end of their next turn. Anything they are wearing or carrying is invisible as long as it is on them. The effect ends if they attack or cast a spell. Once deactivated, the armor reverts back to armor mode

Actions

Gun-Fu

They can attack four times, instead of once, whenever they take the Attack action on their turn. Additionally, if all ranged attacks they make with an Attack action are directed at the same target, they can make two additional ranged attack against that target. They still get their bonus action attack with their off hand gun as well.

Heroic Bloodshed

If wielding two one-handed small arms, they can double the number of ranged attacks they make with their Attack action, their Bonus action, and any Reactions until the beginning of their next turn. If wielding one one-handed small arm, until the beginning of their next turn, any hits are automatically critical hits, and they double all dice rolled. Once they use heroic bloodshed, they cannot use it again until they finish a short or long rest.

Rail Pistols

Carries 2 of them. Cost 16,000 credits. 1d6 piercing damage. Range 200/800 feet. Weight 4 pounds. Tech level 4. They are light, magnetic and require reloading with a capacity of 10 shots.

Small arms, One-Handed

These single-handed firearms are renowned for their ease of use and compact style, making them natural choices for those preferring stealth.

Properties.

One-handed small arms use the same general rules as ranged weapons, except as follows.

  • They do not have disadvantage on attack rolls if they are within 5 feet of a hostile creature who can see them and who isn’t incapacitated.
  • One-handed small arms cannot be wielded by Large or larger creatures (e.g., exo-armor).
  • They do not suffer disadvantage on ranged attack rolls if they are prone and proficient with the weapon they are using.
  • If their Strength is 13 or higher, one-handed small arms without the Light property gain the property.

Magnetic

The specific process of accelerating metal shells using magnetism is complicated, with coil-based and rail-based technology launching shells using different means. If they kill a creature, the shell continues on a straight path from the weapon, making a single free attack on one creature in direct line of effect within the weapon’s range.

Magnetic weapons are very rare items.

Gauss (6th level).

This weapon gains the Armor Piercing property.

This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine. If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity.

Vector Force (6th level).

If they roll a natural 20 with a magnetic weapon, add one additional damage die (after doubling the basic dice).

Power.

Magnetic weapons have a magazine but require power from a power cell to operate the magnetic acceleration. One is included with the weapon.

Reload.
A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

M Power Cell: cost 10 credits to recharge

Reactions

Reflex Shot

When wielding a one-handed small arm, they can use a ranged attack as an opportunity attack.


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