Tango (1st Level)
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Medium construct (robot) 1st level brawler, lawful neutral


Armor Class 12
Hit Points 14 (1d12 + 2)
Speed 30 feet


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 14 (+2) 10 (+0) 10 (+0)

Saving Throws Str +6, Con +6
Skills Athletics +6, History +4, Intimidation +2, Nature +4, Perception +2, Stealth +4, Survival +2
Tools Card Games +2, Helicopters +2, Mechanics Tools +2, Military Groundcraft +2
Feats Armor Proficiencies (none), Weapon Proficiencies (simple weapons)
Weaknesses Soft-Spot
Senses Darkvision 60 ft., passive Perception 12, passive Insight 10
Languages English, French, Binary
Allegiances US Army
Challenge


Command Structure. You are part of the US Army military hierarchy, holding a rank of Army Specialist (E-4). Service men and women of lower rank (privates) who are part of your branch defer to you. Those of higher rank (Seargent or above) may give your orders which you are expected to obey. You can invoke your rank to requisition simple equipment or vehicles for temporary use. You can generally gain access to military bases where your rank is recognized, including those of allied nations, though the GM may determine that certain installations or areas are restricted from you.

Combat Matrix (Tech-Wonders). You have tech-wonders which grants you combat abilities. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Intelligence is your power ability (power save DC 12, +4 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

You must prepare three powers from your power suite. You can change this list of prepared powers during a short or long rest, provided you have access to your depot.

p Prepared powers

Soft-Spot (Event Modifier 5%). There is a place of exposed circuitry on you're neck. Any time an enemy rolls a natural 15 and hits you, they hit your Soft-Spot. Alternately, a foe who is aware that you have a Soft-Spot may target it by taking disadvantage on the attack roll. They cannot suffer disadvantage from any other condition while doing this.

Attacks that hit your Soft-Spot deal double damage.

Unarmed Strike Expert. You have the following benefits while you are unarmed:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike or improvised melee weapon. This die changes as you gain Brawler levels, as shown in the Unarmed Strike column of the Brawler table.
  • When you use the Attack action with an unarmed strike or improvised melee weapon on your turn and deal at least 6 points of damage, you gain advantage on the next unarmed strike you make against the same target, so long as it is before the end of your next turn.

Keep Fighting. As a reaction, when an attack causes you damage, you can ignore the damage of that attack until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Darkvision. Due to advanced sensory equipment, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Non-Living. While you may function similarly to a human being, you are not an organic, living creature. You do not need to eat, sleep, or breath. However, you are required to recharge. The nature of this recharging is left to you, but it requires four hours and is assumed to occur during a long rest.

You are immune to poison, starvation, and suffocation. You cannot be charmed and your mind cannot be read or controlled by psionics. However, you are subject to powers and effects that affect computers.

Reboot. If you are reduced to 0 hit points, you can be repaired. If you are killed, your memory may be restored, but your housing must be reconstructed. This can result in an entirely new appearance, power-set, and even skill-set. If rebooted, you lose 1 character level.

Repairable. You don't heal naturally. You can be repaired with a Mechanic's tools check (DC 15) which heals you for 1d10 x the mechanic's level in hit points. This takes about an hour and can be done once during a short rest or three times during a long rest. If you are physically able, you may repair yourself.

Programming. You were programmed with a function in mind. You may select 1 skill and 1 tool in which you are proficient (already selected).

Actions


Shrapnel Splash. Ranged Power Attack: Dex save DC 12, range 20/60 ft., one or two targets within 5 ft of each other. Hit: 4 (1d4 + 2) slashing damage. Choose a single creature within range, or choose two creatures within range that are within 5 feet of each other.

Clawed Strike. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 1d4 + 4) slashing damage. Light, finesse, unarmed strike.

Unarmed strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. When you deal at least 6 points of damage, you gain advantage on the next unarmed strike you make against the same target, so long as it is before the end of your next turn.

Equipment


Lifestyle. Comfortable
Cash. $300
Gear. Medium costume, smartphone, utility knife

  • Nylon pouch: multipurpose tool, paracord (150 ft.), flare rod x5, magnetic compass, flare canister, illuminator
  • Trekking backpack: binoculars, canteen, tactical map, waterproof matches x100, mess kit, rain poncho, nylon rope (150 ft.), sleeping bag, whetstone, professional walkie-talkie x2, rations (1/day) x5

Vehicles. Jeep
Home. Large base house: casual wardrobe (with BDUs, boots, and military logo t-shirts and caps), an insignia of rank (Army Specialist), five uniforms, one dress uniform, reminder of a proud or difficult moment in service, deck or cards, desktop computer, footlocker

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