Tuesday, October 13, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — CHARL*E


The Carnival Helper And Robotic Labor Entities are mute constructs designed to replace human staff at Ancient theme parks and tourist attractions.  They wear sleek blue uniforms, and their optics blaze hauntingly.  Possessing a physicality atypical of most humanoid robots, CHARL*Es are exceptionally strong and nimble, and come loaded with entertainment software for juggling, soft-shoe routines, acrobatic feats, synchronized swimming, and more.

CHARL*Es leave no scent, and can't be tracked.

CHARL*Es saw limited use, as on their best days they were glitchy and responsible for numerous malfunctions (rides running backwards, foodstuff machines going haywire, etc.), and on their worst, well...they'd go full-on Westworld.  Internal turbo-modules, bludgeoning fists, and the ability to torpedo through vehicles and walls only increased their lethality.


CHARL*E
Attributes:  Agility d12Smarts d4Spirit d8Strength d12+4Vigor d12
Skills:  Climbing d12Fighting d10, Intimidation d6Notice d6, Stealth d6Swimming d10, Throwing d10
Derived:  Pace 10Parry 7Toughness 12 (4)
Hindrances:  All Thumbs
Special Abilities
  • Armor +4:  Metallic bodies.
  • Boosters:  CHARL*Es have a d10 Running die.
  • Construct:  +2 to recover from being Shaken; Immune to Poison, Disease, and Suffocation; no additional damage from Called Shots
  • Fear -2:  CHARL*Es' haunted, soulless visages trigger Fear checks at -2.
  • Fearless:  CHARL*Es are immune to Fear and Intimidation.
  • Hardy:  A second Shaken result does not cause a Wound.
  • Optic Sensors:  Ignores penalties for Dim and Dark lighting.
  • Robotic Might:  STR +d6.
  • Quick:  Discards and ignores Action Card draws of 5 or less.
  • Untrackable:  CHARL*Es leave no scent, inducing a -4 penalty in those using Tracking to find them.











Inspired by Scooby-Doo, Where Are You! episode #8, "Foul Play In Funland" (1969).

And for the Mutant Future version, click here!

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