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[d20 Modern-Future-GT] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1742129" data-attributes="member: 9646"><p>Originally contributed by Tom Cashel. (Slightly altered to fit with d20 Future rules)</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#07 - <span style="color: Yellow"><strong>LEGION OF GOLD'S CENTURION ROBOT</strong></span></p><p><strong>Strong villain [CR5 / 4th level]</strong>; d20 Future</p><p></p><p>This biodroid appears as a large metal plated robot. Where biodroids generally tend to look very similar to human beings, this one is unmistakably a robot with its 10 feet tall, 600 lbs., and golden neovulcanium armor. Centurions are in fact earlier versions of biodroids, and thus are less refined and efficient than contemporary biodroids. The Legion of Gold's Centurion robots obey to a mad computer by the name of REAPER, although a few units are currently owned by people who have not the money to afford modern robots. As such, Centurion are usually employed as guards.</p><p>Starting occupation: none. Allegiance: control computer (REAPER)</p><p></p><p><strong>Centurion Robot:</strong> Biodroid; Strong 4th-lvl. (villain)</p><p><strong>Combat:</strong> Hit-points: 50; MAS —; Initiative: +2; Speed: 25 ft.; Size Large (reach 10 ft.); Defense 20 (touch 13, flat-footed 20); BAB +3; Grap +13; Atk +9 melee (1d8+6, slam), or +3 ranged (mounted mini grenade launcher, laser pistol).</p><p><strong>Saves:</strong> Fort +2, Ref +1, Will +1. DR 5/energy.</p><p><strong>Abilities:</strong> Str 22 (+6), Dex 10 (+0), Con —, Int 14 (+2), Wis 14 (+2), Cha 5 (–3).</p><p><strong>Racial Traits:</strong> <em>Biodroid</em>: They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage. On the other hand, although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits. Note also that biodroids cannot be fitted with cybernetic attachments.</p><p><strong>Skills:</strong> Climb +6, Jump +6, Knowledge (tactics) +5, Listen +5, Repair +5, Search +5, Sense motive +2, Speak Language (Basic), and Spot +5.</p><p> <strong>Feats and Talents: </strong> Combat reflexes, Personal firearms proficiency; Ignore hardness (2 points).</p><p><strong>Sensors:</strong> Class VII (Darkvision 120 ft., high definition video/audio, chemical vapor scanner, pressure sensors, multiband radar, +2 initiative bonus).</p><p><strong>Equipment:</strong> AV recorder/transmitter, Internal storage unit (40 lb.), loading mechanisms, Robolink (Control Computer – REAPER), Vocalizer, Inertial inhibitor (magnetic field, DR 5/energy ). </p><p><strong>Weapon Mounts:</strong> Mini grenade launcher (Dmg varies, Crit 20, Range 70, Rate 1), grenades: Fireflush (10’ burst, 3d6 dmg, Reflex DC 15), Fragmentation (10’ burst, 3d6 dmg, Reflex DC 15), Stun (15’ burst, Reflex DC 18, stunned 1d4 rnds); Laser pistol (Dmg 2d8, Crit 20, Range 40, Rate 1).</p><p><strong>Note:</strong> Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work. Note that these early biodroids do not rejuvenate their energy as more recent ones. As such, they have energy cells giving them 2d8 months of autonomy (but they don't need to sleep to rejuvenate). </p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1742129, member: 9646"] Originally contributed by Tom Cashel. (Slightly altered to fit with d20 Future rules) -------------------------------------------------------------------------- #07 - [COLOR=Yellow][B]LEGION OF GOLD'S CENTURION ROBOT[/B][/COLOR] [B]Strong villain [CR5 / 4th level][/B]; d20 Future This biodroid appears as a large metal plated robot. Where biodroids generally tend to look very similar to human beings, this one is unmistakably a robot with its 10 feet tall, 600 lbs., and golden neovulcanium armor. Centurions are in fact earlier versions of biodroids, and thus are less refined and efficient than contemporary biodroids. The Legion of Gold's Centurion robots obey to a mad computer by the name of REAPER, although a few units are currently owned by people who have not the money to afford modern robots. As such, Centurion are usually employed as guards. Starting occupation: none. Allegiance: control computer (REAPER) [B]Centurion Robot:[/B] Biodroid; Strong 4th-lvl. (villain) [B]Combat:[/B] Hit-points: 50; MAS —; Initiative: +2; Speed: 25 ft.; Size Large (reach 10 ft.); Defense 20 (touch 13, flat-footed 20); BAB +3; Grap +13; Atk +9 melee (1d8+6, slam), or +3 ranged (mounted mini grenade launcher, laser pistol). [B]Saves:[/B] Fort +2, Ref +1, Will +1. DR 5/energy. [B]Abilities:[/B] Str 22 (+6), Dex 10 (+0), Con —, Int 14 (+2), Wis 14 (+2), Cha 5 (–3). [B]Racial Traits:[/B] [I]Biodroid[/I]: They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage. On the other hand, although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits. Note also that biodroids cannot be fitted with cybernetic attachments. [B]Skills:[/B] Climb +6, Jump +6, Knowledge (tactics) +5, Listen +5, Repair +5, Search +5, Sense motive +2, Speak Language (Basic), and Spot +5. [B]Feats and Talents: [/B] Combat reflexes, Personal firearms proficiency; Ignore hardness (2 points). [B]Sensors:[/B] Class VII (Darkvision 120 ft., high definition video/audio, chemical vapor scanner, pressure sensors, multiband radar, +2 initiative bonus). [B]Equipment:[/B] AV recorder/transmitter, Internal storage unit (40 lb.), loading mechanisms, Robolink (Control Computer – REAPER), Vocalizer, Inertial inhibitor (magnetic field, DR 5/energy ). [B]Weapon Mounts:[/B] Mini grenade launcher (Dmg varies, Crit 20, Range 70, Rate 1), grenades: Fireflush (10’ burst, 3d6 dmg, Reflex DC 15), Fragmentation (10’ burst, 3d6 dmg, Reflex DC 15), Stun (15’ burst, Reflex DC 18, stunned 1d4 rnds); Laser pistol (Dmg 2d8, Crit 20, Range 40, Rate 1). [B]Note:[/B] Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work. Note that these early biodroids do not rejuvenate their energy as more recent ones. As such, they have energy cells giving them 2d8 months of autonomy (but they don't need to sleep to rejuvenate). -------------------------------------------------------------------------- [/QUOTE]
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