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Proposed Model E2 Race EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Proposed Model E2 Race

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SgtSarros
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SgtSarros


Posts : 582
Join date : 2017-09-20
Age : 45
Location : Near the north pole

Proposed Model E2 Race Empty
PostSubject: Proposed Model E2 Race   Proposed Model E2 Race EmptyTue Oct 27, 2020 2:42 pm

Model E2 First Draft:

The Model E2 is an all female unit from the Magekian Group. they are not alive, which presents their own bonuses and penalties. It does not need food or air, but is vulnerable to lightning, EMP, and also phased attacks.

Keep in mind all upgrades to the Model E2 have a weight to them. As upgrades are added, it will affect her stats in the following manner:
Agility is reduced 1 cs for every 25 lb
Run speed is reduced 1 cs for every 50 lb

The chassis can currently support a maximum of 150 lb and still function in normal day to day activities with no major penalty besides what is stated above. This includes the default weight of the unit. The chassis can go beyond this ( such as carrying luggage or some other purpose ) though will put a strain on it's systems and add in a risk of Severe damage that can only be repaired at a Magekian base.


Magekian Units can repair themselves with the right systems, but damage is of various types to them:
[*]Minor: Most physical attack damage. Can be repaired by any system.
[*]Moderate: Critical Hits, most magical damage. Cannot be repaired by regen, must be repaired by daily repairs by level 2 systems and up.
[*]Severe: Magical Critical Hits, Phased Attacks. In most cases will need someone with robotics to repair
[*]Critical: Loss of limb. Can only be repaired at a Magekian Base


New Characters can pick up to Four ( 4 ) systems to include


Default Stats:

Height: 5'2
Weight 100 lb

F: Typical
A: Excellent
S: Typical
E: Incredible

R: Incredible
I: Excellent
P: Typical

Default Energy Costs: 1 point every 4 hours
Vulnerability: +1 cs damage from Lightning. EMP requires a yellow Psyche roll or will shut down for 1d3+1 rounds / minutes while system restarts, double if they roll white, on a botch they also take 10 points of damage ( Severe ).



Core Systems Included:
[*]Android Body: Immune to mind magic, cannot be healed or cursed.
[*]Type 1 Battery: 50 Energy Points, 12 hour recharge





Upgrades Currently Available:

Height Alteration:
Weight: 5lb per inch
Affect: Increases the height of the unit. Can not be reduced below the default height.

Auto Repair System Level 1
Weight: 10lb
Energy Cost: 2 points per day active, 0 passive
Affect: Repair 25% of damage per day ( Minor ).

Auto Repair System Level 2:
Weight: 15 lb
Energy Cost: 3 points per day active, 1 passive
Affect: Repair 25% of damage per day ( Moderate ), also repairs 1 hp / round ( Minor )
Additional levels can be purchased ( adding 1hp / round repair ) at an additional 5lb for the systems and to store the spare cables and parts needed, and an additional 1 energy cost to both active and passive, up to a maximum of 5 hp / round.


Ocular Implant 1
Weight: 5 lb
Affect: Intuition +1 cs.

Leg System Upgrade 1
Weight: 5 lb
Energy Cost: 1 point per day
Affect: Agility +1 cs.

Armor Level 1
Weight: 2 lb
Affect: Feeble protection vs most weapons.

Armor Level 2
Weight: 5 lb
Affect: Poor protection vs most weapons.

Armor Level 3
Weight: 10 lb
Affect: Typical protection vs most weapons.

Armor Level 4
Weight: 20 lb
Affect: Good protection vs most weapons.

Elemental Shielding
Weight 5 lb
Cost: 1 point per day
Affect: Systems provide Typical protection against one element ( Fire, Water / Ice, Light, Darkness, Air, Earth ). Can be purchased multiple times, though just once for each element.


Flight
Weight: 10 lb
Cost: 2 point per hour (active). 1 point per day ( Passive )
Affect: Flight at up to Good speeds. Can take another person up to 200 lb with them at double the active cost.

Aquatic Movement
Weight: 10 lb
Affect: Movement underwater at Typical speeds ( Standard aquatic movement is Feeble ). Gear is stored inside chassis when not needed.
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