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CyberX

CyberX

Name: CyberX (
Phenotype: Cyber-Monster
Gender: Female
Age: ?

Eye Color: Red as Minilop, N/A as others
Hair Color: White/Silver
Skin Color: Metallic, porcelain for fleshy bits
Height: Varies based on form
Weight: Varies based on form

Origin: Proxy of Jeanne Olga with an experimental soul/independent personality.

Stats: CyberX's stats are based on her current form (equal to her challenge number, plus any modifiers noted), though her attunement is always a minimum of 3.
Battery: CyberX uses battery for most of her abilities and to change forms. This battery is drained by her current form, though both newbie and basic forms generate a surplus of energy, and are treated as recovery or resting forms. By default, her battery drain per hour is equal to her form's challenge rating; higher forms may drain this much faster. In addition, when using an ability with an energy target, she loses that much energy on a failure (it is generally expected for her to lose battery in this way), but will not gain any on a success; using the power for free is reward enough.
CyberX has 100 points of battery, and is at least partially solar powered, though she also requires food (primarily sugar and carrots) and water to generate electricity. Though she does not technically require sleep, she can do so to conserve power.
CyberX can only maintain her more powerful forms at higher battery levels; she must be at 50 or higher in order to use a stage 1 form, and can only maintain her basic form at 20 or higher. Below these amounts, she is reverted to her lower form, and must reach the minimum in excess of 20 in order to access the higher form once more. Transforming to a higher state also drains battery; consuming twice that form's maintenance cost.


Minilop.dat

Newbie; DATA; Neutral

Challenge 1; +1 LUK
HP: 4 (2x to K.O.)
Spirit: 4

Movement: 9 (wheeled - poor)

Traits:

  • Limbless: Minilop possesses no limbs to speak of, though she can carry and manipulate objects with her mouth. Her ears are primarily used for balance.
  • Tiny! Minilop is small, the size of a large-ish bunny. Being small, she has disadvantage to attacking larger creatures physically, but is also harder to hit in general. She is also easier to hide, and can fit in and on many things larger creatures could not.
  • Wheel: Minilop's locomotion is done through her singular wheel set on her bottom. It is uncertain how this wheel interacts with the rest of her anatomy, however.

Special:
Minilop has no stand-out abilities, other than being rather soft, including her wheel.

  • Motordrive: Minilop charges a target, crashing into it to deal damage. She must roll defense against her own attack in this case, but only on a successful attack. Foes take +1 damage.

Cyberlop.dat

Basic; DATA; Magnetic

Challenge 2; +1 CHA
HP: 8 (3x to K.O.)
Spirit: 10

Movement: 5 (wheeled - good)

Traits:

  • Limbless: Cyberlop possesses no limbs to speak of, though she can carry and manipulate objects with her mouth (and her breasts to a much lower degree). Her ears are primarily used for balance.
  • Small: Cyberlop is somewhat small, the size of an average late-teens girl without arms or legs, in fact. Being small, she has disadvantage to attacking larger creatures physically, but is also harder to hit in general. She is also easier to hide, and can fit in and on many things larger creatures could not.

Special:
Cyberlop (passive)

  • Magnapulse: Weaponlike, range 6, energy target 6. Against fleshy creatures, attack has disadvantage and deals sonic damage. Against metallic, robotic, cybernetic, and data creatures, deals electric damage at +*1 damage. Can be used to push/pull creatures and objects 1 space.

Mechalop.vac

Stage 1; VACCINE; Magnetic

Challenge 3; +1 STR, +1 STM
HP: 14 (3x to K.O.)
Spirit: 12

Movement: 6 base

Traits:

  • Four Arms: Mechalop possesses a second set of arms, equally powerful and dexterous as her primary pair. This extra load incurs a slight increase in battery drain, drawing an extra point of battery every two hours, or an extra point every one minute of combat.

Special:
Mechalop (passive)

  • Magnapulse+: Weaponlike, range 6, energy target 6. As Magnapulse, but Mechalop may make two magnapulse attacks as a single action with no disadvantage for multiple attacks.
  • Hyperleap: Action, energy target 12+(3X). As a free action, can leap a distance equal to movement + X. If an attack is made at the end of this movement, it deals bonus electricity damage equal to 2+X. If a rush is made at the end of this movement, Michalop gains +X to her rush attempt.
  • Magnacrash: Rush Attack, energy target 9. This ability always deals damage, treating a failed attack as if it met the target exactly. A successful attack deals +*2 electricity damage. On a failed attack, Mechalop takes damage as if the roles were reversed (the opponent's defense is now attack, and her attack is now defense), and takes damage as if struck by an attack, at +*1 electricity damage.

Cyberwing.vir

Stage 1; VIRUS; Electric

Challenge 3; +1 SPD, +1 ATN
HP: 12 (3x to K.O.)
Spirit: 12

Movement: 5 base, 10 flight

Traits:

  • Flight: Cyberwing is capable of flight, and is quite fast, though flying drains battery quite rapidly, costing her double the normal drain when doing so, or an extra point of drain per round of combat.
  • MURDER: Cyberwing faces a strong compulsion to attack and kill Remnants, often going out of her way to be outright belligerent towards them. Under most conditions, she can suppress this enough that she will not attack them on sight, but in combat, when stressed, or whenever using Zeal, she must make a difficult (10 or higher) focus check to not begin attacking Remnants if she does not have a more pressing target (though if she can include them in an area of effect, she would have to check against not doing so if, for whatever reason, she was instructed to avoid hurting them).

Special:
ZEAL – Under certain conditions, Cyberwing can suspend her battery consumption and instead power herself solely on the psionic radiation of her own emotions, as well as others. While in Zeal, Cyberwing has disadvantage to caution and defense rolls, and grants allies within 9 spaces advantage against demoralization. Cyberwing also ignores wound penalties, instead gaining a bonus equal to double her wound count. Zeal may be maintained for up to 3 turns of combat, but is extended by 1 round whenever she defeats a significant foe or a Remnant. After Zeal ends, Cyberwing is mentally and physically fatigued, and suffers the sleep stress explosion (treat her as taking 4 points of stress per round of zeal).

  • Magnapulse II: Weaponlike, range 10, energy target 9. Deals sonic damage at +*1; gains advantage and deals electricity damage instead against metallic, robotic, cybernetic, and data creatures. Can be used to push/pull creatures and objects 1 space.
  • Electrowhip: Weaponlike, range 3, constant. Deals electricity and slashing damage at +1. Can make two attacks in a turn without disadvantage.
  • Gatling Fingers: Weaponlike, volley fire (line) 10 or volley fire (30° cone) 7, energy target 12. Deals piercing damage at +2 in line, or +0 in cone.

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Page last modified on January 23, 2017, at 04:05 AM