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    Hypno-Me-Elmo

    Legendary Male Construct

    Background

    Before anyone freaks out, this is a PC that is designed to be a very "hateable" super villain.

    Elmo's "Followers" are fanatical children who are fans of his entertainment show (but traded out the Followers edge for Luck instead). If they do not come willingly, Elmo controls their minds and forces them to carry stuff, fetch more ammo, count money and cut drugs, etc. He doesn't let harm come to them but strangely several dozen have died anyway because they are stupid kids. No Elmo fault they are so stupid!

    Description

    Elmo not need to recharge.

    Elmo vulnerable fire not electricity. It no matter if Elmo burn Elmo regenerate.

    Elmo vow mobilize children army.

    Get in Elmo's way Elmo kill everything you care about.

    Elmo Robot mods:

    1) Multi Optics Eye/Laser sight +1 shooting / +1 notice / -2 penalties / no illumination penalties for active night vision

    2) Voice Modulator/Language Translator +1 intimidation

    3) Portable 13million mAh battery shoved up... uh, recharge for up to a week without needing to plug in

    4) Elmo Jet Pack Flight Pace 12"

    5) Asbestos Spray doesn't hurt Elmo!


    Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d10
    Skills: Athletics d6, Common Knowledge d6, Focus d12+4, Intimidation d8+4, Language (Native) d8, Notice d8+1, Performance d6, Persuasion d10-1, Piloting d6, Repair d6+2, Shooting d6+1, Stealth d6, Taunt d8
    Pace: 6; Flying Pace: 12; Parry: 2; Toughness: 13 (3 Heavy)
    Robot Mods Available: 0/5; Wounds: 5
    Hindrances: Alien Form, Mean, Ruthless (minor), Small, Vengeful (minor)
    Edges: Brave, Danger Sense, Elan, Fame, Fast Healer, Iron Jaw, Iron Will, Level Headed, Luck, Menacing, Strong Willed, Super Powers (60), Take The Hit, Tough as Nails, Tougher than Nails
    Armor: Cape, Long Intimidation (), Cloth and Armored Jacket (Armor 3), Force Field, Personal ()
    Weapons: Unarmed (Range Melee, Damage Str), Gatling Laser (Range 50/100/200, Damage 3d6+4, ROF 4, AP 2, +1 to Hit)
    Language: Native (native, d8)
    Current Wealth: $3,885

    Special Abilities

    • Construct: Artificial beings add +2 to recover from being Shaken, don’t breathe, ignore one level of wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. To heal one requires the Repair skill—which is used like the Healing skill only with no “Golden Hour.”
    • Dependency: The being must recharge via strong electricity at least one hour out of every 24. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level is recovered with an hour of recharging.
    • Environmental Weakness (Electricity): Artificial beings suffer +4 additional damage from electrical attacks, and have a –4 penalty to resist other electrical effects.
    • Mods: Constructs may not use cyberware, but they may purchase Modifications from the Robot Modifications Table (page 38). Like all robots, they have 5 Mod slots. (The Geared Up Edge, page 12, might help you afford these upgrades.) GMs should not normally allow characters to take Increase Size beyond +3 or the hero will no longer fit into most adventures. Constructs may remove or install a Mod with a Repair roll and 1d3 hours (half that with a raise). A critical failure means the Mod is destroyed and must be replaced.
    • Outsider Hindrance (Major): Organic species often treat constructs as property rather than sentient beings. They have no rights in many systems, and suffer –2 Charisma when dealing with beings who know their artificial nature (and aren’t constructs themselves).
    • Vow Hindrance (Major): Constructs are programmed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This counts as a Major Vow to that particular directive which must be followed. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires.
    • Languages Known: Native (native, d8)
    • Mind Control: The target makes a Spirit roll or is controlled. - Triple Range (4), If the controller chooses, the victim must resist with Smarts instead of Spirit, Smarts roll to resist mind reading is made at an additional -2 penalty., Must remain within 12" of subject, Victim doesn't remember what happened while controlled, Limitation (-2): multiple attempts on individual +1 opp res., Can control 4 more minds - Leashed = range which is 36" not 12"
    • Mind Reading: On a failed Smarts roll, the target’s mind is read by the super. - Triple Range (4), Smarts roll to resist mind reading is made at an additional -2 penalty., Selective (1), Limitation (-2): cannot use Mind Reader and Mind Rider in same round, Alter, repair, and implant memories
    • Regeneration (3; Synthetic): Make a Focus roll every round as a limited free action. Success heals one Wound, and a raise heals two. - Treat all permanent injuries as temporary unless caused by acid, fire, or damage caused by a Power Type matching their Environmental Weakness, Power Negation, or Vulnerability Hindrance., Limitation (-2): requires synthetic material to assimilate, 0
    • Additional Actions (1): Ignore up to 2 MAP penalties
    • Telepathy (Mental): Communicates with any/all intelligent minds within 24" - Range is 1 mile., Limitation (-2): -2 to Focus for Rider, The telepath can see, hear, taste, touch, and feel through the senses of any willing mind in Range.
    • Super Skill (5; Focus): Boost selected skill by 5 - Limitation (-1): only for power activations, 0
    • Boost/Lower Trait (Mental; Any Trait): Make a Focus roll. If successful, increased or decrease target Trait by one die type, two with a raise, minimum d4 - Boosted Ally gets a free reroll once per round, or once per action on Focus Roll, Can affect any trait "on the fly", Limitation (-2): boost only, Super must touch target to boost or lower trait
    • Mind Shield (Mental): -2 to use mind reading or mind control on this hero. - Attempts to read or control the super’s mind are made at -4, Limitation (-2): (unspecified)

    Robot Mods

    • 5x Multi Optics Eye/Laser sight (5 mods, Custom):
    Starting Bennies: 4

    Advances

    Novice Advances
    • Raise Skills: Athletics/Stealth
    • Raise Skills: Persuasion/Performance
    • Raise Attribute: Vigor
    Seasoned Advances
    • Edge: Level Headed
    • Raise Skills: Taunt/Common Knowledge
    • Raise Skills: Shooting/Repair
    • Edge: Iron Will
    Veteran Advances
    • Raise Attribute: Vigor
    • Edge: Iron Jaw
    • Raise Skills: Repair/Intimidation
    • Edge: Take The Hit
    Heroic Advances
    • Raise Attribute: Smarts
    • Raise Skills: Notice/Taunt
    • Edge: Elan
    • Edge: Danger Sense
    Legendary Advances
    • Edge: Fast Healer
    • Edge: Luck
    Legendary (2) Advances
    • Raise Attribute: Strength
    • Edge: Menacing
    Legendary (3) Advances
    • Edge: Brave
    • Edge: Fame

    Current Load: 34 (41)
    Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021), Science Fiction Companion
    Setting Rules: Born a Hero, Larger Than Life, Super Strength
    Validity: Character appears valid, but not optimal
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