(Cyborg Humanoid-Arcanowave Revenant)

Val	CHA	Cost	Roll	Notes
43	STR	33	18-	Lift 9700.6 kg; 8 ½d6 HTH Damage [4]
18	DEX	16	13-
30	CON	20	15-
8	INT	-2	11-	PER Roll 11-
5	EGO	-5	10-
30	PRE	20	15-	PRE Attack:  6d6

6	OCV	15	
6	DCV	15	
2	OMCV	-3	
3	DMCV	0	
4	SPD	20		Phases:  3, 6, 9, 12

10	PD	8		Total:  10 PD (0 rPD)
10	ED	8		Total:  10 ED (0 rED)
15	REC	11
60	END	8
20	BODY	10
60	STUN	20		Total Characteristic Cost:  194

Movement:	Running:	24m/48m 
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost    Powers & Skills
11	Robot Limbs:  Reduced Endurance (½ END; +¼) for up to 43 Active Points of STR

60	Fire Blasts:  Multipower, 60-point reserve	
6f	1)  Flame Blast:  EB 12d6, END 6
6f	2)  Flame Strike:  EB 8d6, Area Of Effect (6m Radius; +½), END 6
6f	3)  Fire Swarm:  EB 8d6, Autofire (5 shots; +½), END 6
5f	4)  Fire Ball:  EB 8d6, Area Of Effect (16m Radius Explosion; +¼), END 5
6f	5)  Inferno Blast:  RKA 4d6, END 6
20	Armored Limbs:  HA +4d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-½)
15	Claws:  HKA 1d6 (3 ½d6 w/STR), END 1
27	Flaming Body:  RKA 1d6, Area Of Effect (1m Surface; damage shield; +¼), Penetrating (+½), 
	Reduced Endurance (0 END; +½), Constant (+½); No Range (-½)
30	Composite Armored Body:  +10 PD, Resistant (+½) plus +10 ED, Resistant (+½)
20	Composite Armored Body:  Resistant Protection (20 ED); Only Works Against Fire (-½)
40	Flame Resistance:  Energy Damage Reduction, Resistant, 75%; Only Works Against Fire (-½)
4	Great Size:  Knockback Resistance -4m
24	Great Size:Running +12m (24m total), Reduced Endurance (0 END; +½)
40	Juicer:  Healing BODY 10d6; 4 Charges (-1), Self Only (-½), [4]
40	Demonic Heritage:  LS  (Eating: Character does not eat; Immunity All terrestrial poisons and 
	chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 
	Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; 
	Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
2	Long Arms:  Reach +2m)

6	Hideous Demon:  +2/+2d6 Striking Appearance (vs. all characters)

32	+4 with HTH Combat

3	Breakfall 13-
1	KS: Netherworld 8-
2	KS: Underworld (a.k.a. Hell) 11-
1	Tactics 8-
4	WF:  Common Melee Weapons, Small Arms

Total Powers & Skill Cost:  381
Total Cost:  575

175+	Matching Complications (50)
30	Enraged:  Combat (Very Common), go 11-, recover 8-
20	Hunted:  The Buro (a.k.a. The Architects Of The Flesh) Very Frequently (Mo Pow; NCI; Watching)
10	Physical Complication:  Large (up to  3m tall and 400kg; +2 OCV for others to hit, +2 to PER 
	Rolls for others to perceive) (Infrequently; Slightly Impairing)
15	Physical Complication:  Near Human Intelligence (Frequently; Slightly Impairing)
20	Psychological Complication:  Malice Incarnate:  Driven To Destroy And/Or Kill Everything
	(Very Common; Strong)
25	Psychological Complication:  Loyal To The Buro (Very Common; Total)
10	Negative Reputation:  Unstoppable Battle Cyborg, Infrequently (Extreme)

Total Complications Points: 50
Experience Points:  400

Ecology: C.H.A.R. are combat cyborgs created by the Buro at the Biomass Reprocessing Center located in the extra-dimensional realm known as the Netherworld. There, cybernetic implants, organic matter, demonic body parts and other items are combined to produce each C.H.A.R. Also included is a soul, damned to the Underworld for all eternity, but given to the Buro in exchange for certain "favors."

The C.H.A.R. are kept on hand as shock troops and are used to destroy targets that are not worth capturing in one piece. Wiped of almost all former memories, the C.H.A.R. exists only to destroy. It is said that there are many different types of C.H.A.R. cyborgs, each equipped with different types of Buro Arcanowave cybertechnology.

Personality/Motivation: Each C.H.A.R. is heavily conditioned to be loyal to the Buro before being sent out into combat. Any memories the implanted soul may have of its former life are removed, while sufficient neural implants ensure loyalty. The C.H.A.R. is full of rage and hate and is more than willing to wreck, burn, and devastate anything and everything they encounter.

Powers/Tactics: C.H.A.R. cyborgs have only a rudimentary concept of tactics. They are usually sent off alone and allowed to simply wreck havoc in an area before being recalled. C.H.A.R. tend to utilize their overwhelming firepower in combat, unleashing massive flame blasts on their targets before closing into hand-to-hand range.

Appearance: No two C.H.A.R. look exactly the same. Each is a tall, massive humanoid figure, encased in thick armor plating and intense supernatural flame. Their faces are obscured by the helmets they wear, although the C.H.A.R.'s blazing white eyes are easily visible.

Designer's Notes: This nightmarish combat machine could easily be used in any number of ways—with a little tweaking it could become an almost unstoppable demonic horror for a fantasy game, a cybernetic nightmare created by the forces of Demon in a super hero game or some sort of futuristic war machine for a Cyber Hero game. And, of course, one could use its original origin, where it is a terrifying combination of demonic parts and cyberware, built by scientists of the future to destroy threats from the past.

C.H.A.R. Hero Designer File

(C.H.A.R. created by Dave van Domelen and originally appeared in the Feng Shui supplement, Back for Seconds. Character sheet created by Michael Surbrook)

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