When creating a smuggler here are some things to consider.
What made you turn to a life of Crime?
How far would you go to make a deal?
What, if anything. would make you stop working as a smuggler and settle down with an honest life?
Race: Assaultron
Background: Smuggler
Max Hp: 14
AC: 60
Speed: 25ft
STRENGTH: 7
PERCEPTION: 7
ENDURANCE: 4
CHARISMA: 8
INTELLIGENCE: 5
AGILITY: 5
LUCK: 7
Melee weapons: 28
Melee Energy weapons: 28
Unarmed: 28
Explosives: 32
Engineering: 28 (+)
Survival: 32
Brute Force: 36
Guns: 29
Energy Guns: 24
Foraging: 24
Weapon smith: 24
Scavenging: 33
Lockpicking:24
Engineering: 28
Intimidation: 34
Deception: 26 (+)
Persuasion: 30
Charm: 26
Barter: 39
Performance: 26
Social skills: 32
Medicine: 24
Chemistry: 24
Robotics: 20
Hacking: 24
History: 20
Repair: 28
Recall: 20
Athletics: 25
Pickpocket: 24
Traps: 20
Stealth: 29
Concealment: 20 (+)
Climbing: 28
Acrobatics: 20
Equipment slot. | Equiped | Weight |
---|---|---|
Head | ||
Chest | ||
Legs | ||
Feet | Grave Diggers Boots | |
Coat | Couriers Trench coat | |
Gloves | ||
Bag | Medium old Rucksack | |
Left hand | ||
Right hand | Mounted Blaster |
Medium tool kit
Homemade sealant
Malfunctioning sensor module
A standard arm mounted Blaster that deals 1d6 energy damage per hit and has a range of 25ft
Assaultron Units Come with a head mounted laser capable of dealing 5D6+5 Energy damage and dealing 1D6 radiation damage to anyone within a 5ft radius.
The laser takes 1 turn to prime, during this time the assaultron cannot move, make a full action or an attack, the lazer activates at the beginning of the players next turn using 1 full action.
In the round between the assaultron priming the laser and activating the laser they are considered prone and all parties gain advantage to Atack Rolls against them.
Whilst in settlements guards may be suspicious of you and keep a close watch on your activities making criminal acts Difficult to accomplish.
Your internal circuits and mechanical components can be damaged over time by exposure to water and extreme weather causing parts of you too seize or suffer malfunctions.
Water damage is taken when you are at least 50% submerged in water.
Due to the Method you were constructed you cannot use Standard Tools or weapons, you may only use Robotic Attachments. And you can only Have one active attachment per arm and one waist attachment at any one time, to switch attachments you must spend 1hour carrying out the upgrades and a second pc or Npc must pass a Dc100 Robotics check in 3 attempts.
To attempt to switch attachments from one Robot type too another you must make repairs as stated in the Robotic Customisation perk.
Thanks to their Robotic structure Assaultron Units are immune to the effects of Radiation and gain Dark Vision.
Dark vision. You can see 30ft in darkness as if it were bright light then a further 30ft as low light.
An Assaultron unit can be modified with any Robotic attachments or Parts, Providing the Player visits a Mechanic or Spends 8Hrs carrying out the Required Repairs and modifications. With a second Pc or Npc who must pass a Dc100 Robotics check within 3 attempts.
Your work as a Smuggler has helped you develop contacts in most major settlements, while in a major settlement you can seek out these contacts for information about the settlement including current events, work opportunities and Rumours, you can also use your criminal contact to fence any stolen Goods.
You attack with a gun faster than most people, as a result you gain an extra shot in each turn as a bonus action when using a gun or energy weapon but you gain a Disadvantage to Unarmed attacks in exchange.
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