Robocop

Level

KXP

1

0

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

512

10

1024

11

1174

12

1324

13

1474

14

1624

15

1774

16

1924

17

2074

18

2224

19

2374

20

2524

21

2674

22

2824

23

2974

24

3124

25

3274

26

3424

27

3574

28

3724

29

3874

30

4024

31

4174

32

4324

33

4474

34

4624

35

4774

36

4924

Race Adjustments:

 

Str

Dex

Con

Int

Wis

Chr

Cml

AT

hp

TH

Div

+10

-4

+10+LVL

+8+LVL

+2

-7

+0

+0

+0

+0

÷1

 

Requisites:

Str 22, Int 18,

 

Race Slots 1, Class Slots 1

Alignment:

LG

HD/level:

2d25

Weapon Prof.:

 6+level

To Hit Table:

2xWar

Save Table:

2xWar

Groups:

Archetype, War, PC-Designed

“My friends call me Murphy. You can call me Robocop.”

Cybernetic brain implant : + LVL to Int.

Computer targeting: add Int bonus to TH on all ranged weapons.

Has titanium armor shell: +20 AC, resist blunt damage.

Has a helmet: + 8 AC, infravision.

Level 1 ¶: You get an Auto-9 pistol:  3/1, 3e10, 18-20/x5,  Considered a +LVL weapon. Armor piercing ammo – ignore skins and shields.

Level 1: Has a DL=LVL/2+2 police cruiser as a mount.

Level 3 ¶: Gets a flight pack: can fly (30", maneuverability C).

Level 3 ¶: Left hand is replaced with a 9mm machine gun / rocket launcher. Machine gun: 8/1, 3e10, 18-20/x2. Rocket Launcher: 1/1, 6d10 group, 20/x2.

Level 5: Dead or alive, you’re coming with me: All your attacks are slay branded.

Level  9: Your move creep: Can attack using ½ a P action.