CLOCKWORK DOPPELGANGER
Val Char Cost Roll Notes
15/30 STR 5 12- / 15- Lift 200.0kg/1600.0kg; 3d6/6d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
13 CON 6 12-
10 BODY 0 11-
28 INT 18 15- PER Roll 15-
0 EGO 0 9- ECV: 0
10 PRE 0 11- PRE Attack: 2d6
20 COM 5 13-
5/16 PD 2 Total: 5/16 PD (0/5 rPD)
5/16 ED 2 Total: 5/16 ED (0/5 rED)
4 SPD 10 Phases: 3, 6, 9, 12
6 REC 0
26 END 0
25 STUN 0 Total Characteristic Cost: 78
Movement: Running: 13"/208"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
56 Doppelganger Systems: Shape Shift (Sight, Hearing, Smell/Taste, Touch, Mental and Mystic Groups, Any pre-set humanoid), Imitation, Costs END Only To Change Shape (+1/4) (56 Active Points) 4
21 Personality Soft: Acting 20-
8 Remote Control System: Mind Link , Appropriately Configured Technomagical Control Unit, Psychic Bond (10 Active Points); Sense Affected As More Than One Sense [any other Sense] (Also affected as Radio Group; -1/4)
10 Internal Transmitter: Radio Perception/Transmission (Radio Group)
10 Anti Intrusion Measures: Mental Defense (10 points total)
Notes: vs. Machine Minds Ego Powers
10 Anti Intrusion Measures II: Security Systems 21- (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only protects own systems; -1/2)
5 Shielded Systems: Power Defense (5 points)
19 Robotic Resilience: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points)
15 Well Designed: Life Support (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
30 Clockwork Reconfiguration: Multipower, 30-point reserve
Notes: These are minor shape shifting effects. They are often acompanied by a loud ticking sound as the Clockwork Doppelganger reconfigures itself.
2u 1) Brute Configuration: (Total: 27 Active Cost, 22 Real Cost) +15 STR (15 Active Points); No Figured Characteristics (-1/2) (Real Cost: 10) plus +6 PD (Real Cost: 6) plus +6 ED (Real Cost: 6) 1
2u 2) Self Repair Configuration: Healing Standard Healing 1d6, Decreased Re-use Duration (1 Turn; +1 1/2) (25 Active Points); Self Only (-1/2) 2
3u 3) Cutting Hands: Killing Attack - Hand-To-Hand 1d6+1 (2d6 / 2 1/2d6 w/STR), Penetrating (+1/2) (30 Active Points) 3
3u 4) Movement Configuration: Running +7" (13" total), x16 Noncombat (29 Active Points) 3
Computer
3 1) Absolute Range Sense
3 2) Absolute Time Sense
3 3) Bump Of Direction
5 4) Eidetic Memory
3 5) Doomsayer's Anomaly Engine: Computer Link
5 6) Language: English (idiomatic; literate)
Skills
3 Programs
1 1) PS: Assess Threat (2 Active Points) 11-
1 2) PS: Attack (2 Active Points) 11-
1 3) PS: Capture/Retrieve (2 Active Points) 11-
1 4) PS: Check Database (2 Active Points) 11-
1 5) PS: Drive (2 Active Points) 11-
1 6) PS: Flee and Return to Meeting Point (2 Active Points) 11-
1 7) PS: Monitor Own Condition (2 Active Points) 11-
1 8) PS: Obey Signal Commands (2 Active Points) 11-
1 9) PS: Obey Verbal Commands (2 Active Points) 11-
1 10) PS: Pilot (2 Active Points) 11-
1 11) PS: Prioritize and Select Options (2 Active Points) 11-
1 12) PS: Request Guidance (2 Active Points) 11-
1 13) PS: Signal Identification (2 Active Points) 11-
1 14) PS: Simulate Conversation (2 Active Points) 11-
1 15) PS: Simulate Personality (2 Active Points) 11-
1 16) PS: Stop Attacking (2 Active Points) 11-
1 17) PS: Voie Identification (2 Active Points) 11-
3 Scholar
2 1) KS: Common Knowledge (3 Active Points) 15-
2 2) KS: Life of Specific Cover Identity (3 Active Points) 15-
2 3) KS: News and World Events (3 Active Points) 15-
3 Combat Piloting 13-
3 Breakfall 13-
3 Acrobatics 13-
3 Combat Driving 13-
6 TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles
9 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Mecha Weapons
Total Powers & Skill Cost: 272
Total Cost: 350
200+ Disadvantages
10 Distinctive Features: Magically Animated Artificial Life Form (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Physical Limitation: Must Follow Protocols (Obey Doomsayer, Complete Mission, Protect Doomsayer, Protect Self) (Frequently, Slightly Impairing)
5 Physical Limitation: Machine Mind, EGO 18 vs Cyberpsi (Infrequently, Slightly Impairing)
125 Experience Points
Total Disadvantage Points: 350
Background/History: Clockwork Doppelgangers resulted from the Doomsayer's continued attempts to create true life.
Personality/Motivation: On their own, none. However, the Clockwork Doppelganger may be programmed with a number of simulated personalities, and the remote control unit may be used to guide simulated conversations and other forms of interaction.
Quote:
Powers/Tactics: Clockwork Doppelgangers can simulate virtually anyone, so long as the Doomsayer has had the time to study his target and program the Doppelganger accordingly. Simulations are achieved through mechanical changes to the Doppelganger, holography, sophisticated AI technology, and magic.
Without guidance, a standard behavior script will be followed. Normally this involves the Doppelganger avoiding extended contact as much as possible. However, they may simulate brief conversations effectively.
When guided by remote control, the Clockwork Doppelganger can be very difficult to identify.
Clockwork Doppelgangers are not generally combat units, though they can be dangerous given a weapon or vehicle. Without such assistance, by default they will attempt to escape to a pre-set location.
Appearance: In its default form, a golden robot frame filled with both analog and digital components, engraved with occult symbols.
May simulate almost any humanoid appearance.
Character by Robert Dorf, 2006
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