Motes in the Serpent's Eye
AC-12X47N "Charlie Twelve"
RES Science Team Anthropologist (Intern)
AC-12X47N aka “Charlie Twelve”
Male-presenting Soulmech; Age: 79 ; Height: 5’ 7"; Weight: 165 lbs.
Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Charisma: -2; Pace: 8 (+d8) Parry: ?; Toughness: 5.
– Soulmechs 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.
– Soulmechs suffer + 4 additional damage from electrical attacks, and have a – 4 penalty to resist other electrical effects.
– A soulmech cannot be Raised or Resurrected. As they do not eat, they cannot benefit from potions, drugs or magical effects that require component ingestion. They cannot increase physical traits (Str, Agil, Vigor) during advancement, although they may still purchase increases as Mods (SFC 38). They cannot be healed by divine magic, nor can they benefit from magic that enhances physical trait scores.
– Organic species often treat soulmechs 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).
– Soulmechs must pay maintenance costs like robots (see Maintenance SFC 37). Remember that PC Soulmechs are Wild Cards when calculating base cost.
– Soulmechs add + 2 to recover from being Shaken, don’t breathe or sleep, ignore one level of wound modifiers, and are immune to poison, disease and physical necromatic effects. Soulmechs cannot heal naturally. To heal one requires the Repair skill—which is used like the Healing skill only with no “Golden Hour.”
– Soulmechs begin with a d6 Strength attribute instead of a d4.
– A soulmech’s body is capable of moving extremely fast. They begin the game with a + 2 to their Pace and a running die of d8.
– While soulmechs may not use cyber or spellware, they may purchase Modifications from the Robot Modifications Table (SFC 38). Like all robots, they have 5 Mod slots. (The Geared Up Edge, SFC 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. Soulmechs 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.
Quiet, humble and attentive to detail, this soulmech can always be counted upon to assist with even the most menial of tasks, earning him the nickname “Able Charlie.”