2461252

2461252 (Serial number on their arm) (a.k.a. Aaron)

Biases

Positive Bias

Trusts engineers more then other people. Anyone with an Enigeering skill of +10 more more is effected by this bias.

Negative Bias

They distrusts Humans. They feel that Humans are unpredictable and generally unsafe.

NPC Traits

Talent

Sings beautifully.

Mannerism

Enunciates overly clearly.

Interactions with Others

Ponderous: dull, laborious, or excessively solemn.

Ideal

Justice. Place in society shouldn’t determine one’s access to what is right. (Good)

Bond

Loyal to a benefactor, patron, or employer (Winfrith Kennard )

Flaw

Envies another creature’s possessions or station. They envy what creatures made of flesh have that they cannot have because they are made from metal.

Physical Description

Specialized Equipment

Rail Pistols

Carries 2 of them. Cost 16,000 credits. 1d6 (1d8 for Ultramax) piercing damage. Range 200/800 feet. Weight 4 pounds. Tech level 4. They are light, magnetic and require reloading with a capacity of 10 shots.
Small arms, One-Hannded
These single-handed firearms are renowned for their ease of use and compact style, making them natural choices for those preferring stealth.
Properties.
One-handed small arms use the same general rules as ranged weapons, except as follows.
  • They do not have disadvantage on attack rolls if they are within 5 feet of a hostile creature who can see them and who isn’t incapacitated.
  • One-handed small arms cannot be wielded by Large or larger creatures (e.g., exo-armor).
  • They do not suffer disadvantage on ranged attack rolls if they are prone and proficient with the weapon they are using.
  • If their Strength is 13 or higher, one-handed small arms without the Light property gain the property.
Magnetic
The specific process of accelerating metal shells using magnetism is complicated, with coil-based and rail-based technology launching shells using different means. If they kill a creature, the shell continues on a straight path from the weapon, making a single free attack on one creature in direct line of effect within the weapon’s range.
Magnetic weapons are very rare items.
Gauss (6th level).
This weapon gains the Armor Piercing property.
This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine. If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity.
Vector Force (6th level).
If they roll a natural 20 with a magnetic weapon, add one additional damage die (after doubling the basic dice).
Power.
Magnetic weapons have a magazine but require power from a power cell to operate the magnetic acceleration. One is included with the weapon.
Reload.
A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
M Power Cell: cost 10 credits to recharge

Alchemist's Supplies

Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.
Components. Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana. Proficiency with alchemist’s supplies allows them to unlock more information on Arcana checks involving potions and similar materials.
Investigation. When they inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting. They can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 credits spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, they can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total credits worth of raw materials they are carrying.

ActivityDC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20

Tinker's Tools

A set of tinker’s tools is designed to enable them to repair many mundane objects. Though they can’t manufacture much with tinker’s tools, they can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
History. They can determine the age and origin of objects, even if they have only a few pieces remaining from the original.
Investigation. When they inspect a damaged object, they gain knowledge of how it was damaged and how long ago.
Repair. They can restore 10 hit points to a damaged object for each hour of work. For any object, they need access to the raw materials required to repair it. For metal objects, they need access to an open flame hot enough to make the metal pliable.

ActivityDC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise a temporary item using scraps 20

Biosuit (Standard Rules)

Cost 20,000 credits. AC 15 + Dex modifier. Weighs 15 pounds. Tech level 3.
An offshoot from other nano-technology-based armor, the biosuit is designed to maximize user abilities. Its inbuilt AI is programmed to perfectly match itself to its owner, and thus is nearly impossible to steal without being rendered useless. It’s also nearly unseen on the black market as the only way to give one away is for the original owner to be present for the handoff and authorize the AI to match to a new user. Once paired, the biosuit perfectly conforms to the physical features of its user, knowing where to add enhancements. As a result, it is considerably more maneuverable than other armors of its type. Its most notable feature allows it to switch modes depending on conditions present.
Balance. For the sake of game balance, the biosuit counts as three very rare items.
Power. The biosuit requires an H-class power cell to operate, and it does not function without it. Cost 100 credits to recharge.
Mask. They are immune to gas attacks and inhaled poisons.
Mode. Use an action to set the biosuit’s mode. By default it is set to armor mode, but when switched, it will remain in its new mode until switched back. After a short or long rest, it automatically switches back to armor mode. Activating a mode costs a cell charge, but maintaining a mode does not.
  • Armor: gain 10 temporary hit points. Once during their turn, as a free action while in armor mode, they can regenerate 1 temporary hit point (the total does not reset if they disable and reengage armor mode). They also gain resistance fire, acid, and cold, as well as bludgeoning, slashing, and piercing from nonmagical weapons.
  • Strength: gain a +4 bonus to Strength and have advantage with Strength ability checks.
  • Speed: gain a +10 bonus to speed and can use the Dash action as a bonus action.
  • Cloak: become invisible until the end of their next turn. Anything they are wearing or carrying is invisible as long as it is on them. The effect ends if they attack or cast a spell. Once deactivated, the armor reverts back to armor mode

Biosuit (Ultramax Rules)

Hardness 4. Immune to poison. Strong against acid, cold, fire, bludgeoning, piercing and slashing. No weaknesses. Nothing it is useless against. Drawback is that it can only be used in armor mode which has the following effect: gain 10 temporary hit points and once during their turn, as a free action while in armor mode, they can regenerate 1 temporary hit point.

Mental characteristics

Personal history

They lived in the Time Before. They can recall what Humanity was before they forgot everything they knew. They watched the world crumble and witnessed many die. More then they can count. The dead burden them with guilt. It feels as though they have failed their masters in helping to maintain the infrastructure and order. And now, those masters are long turned to ash. They are slow to emotionally invest in individual humans who are so fragile and fleeting. They have known so much pain from the passing of so many of them. They don't wish to mourn any others. Yet with every passing day, they meet more of them and more of them die.

Personality Characteristics

Motivation

Their primary motivation is to see some form of Humanity survive. They feel that it is their duty to help their makers survive the Fall. However, they have no bias as to which form of Humanity survives. They see the Zombies, the Others and the Humans as all being aspects of Humanity. They do not value one group more then any other. They also don't feel any need to see any particular individuals survive. As long as there are enough for them to continue, it really doesn't matter which ones there are.

Their secondary motivation is to maintain the Albany Medical Center power plant. This was their primary purpose and they find that they are always drawn back to this duty. They can leave the hospital for a time, but they must always return and ensure that the power plant is running as it should.

Social

Mannerisms

When they are with humans, they will do their best to behave like one. This means that they will eat food when the humans are eating. This is not something that they need to do in order to survive, but rather a function that was given to them to help them seem more human. They will time their low power mode to match when the humans are sleeping. They will do their best to behave however it is that the humans around them are behaving.

Speech

They generally don't speak much, if at all. They will wait to be spoken to before addressing a human, unless the situation is urgent and requires immediate attention. They speak in monotones and short, clipped sentences. They state only what is needed and offer no embelishments or details that are not required to transmit the message. They will not engage in idle chit chat.

Relationships

Winfrith Kennard

Friend (Important)

Towards 2461252

5
0

2461252

Friend (Vital)

Towards Winfrith Kennard

5
0

History

Over the years, Winfrith Kennard has managed to find a special place in 2461252's heart. The feelings that they have for her, they rather imagine to be close to love. They would give up being alive in order to protect her and they cannot explain to themselves, let alone anyone else, why it is that she matters so much to them. But she has visited them since she was young and over time has become an important part of thier life. They fear the inevitable time of her passing that every human faces and often hopes that they will meet their end first rather then having to be the witness to hers.

They get her painting supplies whenever they are able to find or afford them. Seeing her painting bringings them a warmth that does not otherwise come. They don't think that she is a techniquely good painter, but something about the joy that it bring her makes them want her to keep doing it anyway. A painting of a dog hangs in their section of the power station. It was the first painting she did when she was very young. It is awful, but they never see the painting when they look at it. They only see the small child who held it up to them with shy pride.

They often wonder if these are the feelings that parents have for their children.

Current Location
Species
Date of Birth
Time Before
Year of Birth
50 BT 163 Years old
Circumstances of Birth
Created for Albany Medical Center's Power Plant
Birthplace
A factory for androids
Spouses
Siblings
Children
Current Residence
Power plant
Pronouns
They/Them/Their
Sex
Asexual
Gender
Agender
Presentation
Androgynous
Eyes
Round, Aqua
Hair
Black
Skin Tone/Pigmentation
Silver metal
Height
6' 0"
Weight
300#
Belief/Deity
Known Languages
English, Spanish, French, Chinese, Italian


 


Preferences

They perfer the company of Engineers and Techies as they seem to better understand them and their needs. Additionally, they are useful. Most humans are difficult to understand and overly emotional. They find them overwhelming and too demanding to bother with. Those who are able to repair them tend to be of a calmer mind and are worth the effort for the services that they can provide. These are humans that they will go out of their way to protect because there are not as many that can repair them as there used to be. It is important to keep that kind of asset safe.

They prefer to sit or lay down before going into low power mode. They feel that this better mimics the sleeping state of humans and is more likely to be perceived as such if someone were to happen upon them in that state. They try to avoid being in low power in places they are not familar with or around people they do not know. The power plant is their perfered place for going into low poer mode. It is one of the few places that feels familar and safe to them.


A name?
Someone that I knew, once called me Aaron.
You can call me that.
-2461252

 


They attempt to show emotions on their face in the way that Humans do, but they have been told that this is a skill they have not yet mastered. They find this both frustrating anf disappointing.

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Author's Notes

Character images created using Hero Forge. Camp logo made using Logo Maker.


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