Tinman

Tinmen are the most recognizable of the Changed, due to their shiny, black, supercarbon arms and legs. They can reshape these hexite limbs into nearly any form they can imagine, from blades to guns to tools. They can also extrude a layer of hexite through their skin to form an armored coating over their entire body, making them incredibly formidable combatants.

Tinman Powers

Regeneration Power Regeneration Level 1 Cost 3
Nanotech-enhanced healing capabilities.
Make a natural healing roll once per day.
Recovery (+1): Halve recovery time for Fatigue.
Hexite Shaping Power Altered Form Level Cost 1
Hexite limbs and hexite-shaping powers.
The tinman's limbs can stretch or contort into basic shapes.
Grapple (+1): +2 to Grapple attacks.
Reach (+1): Level 1 (+1" to Reach).
Viscous (+1): Flatten or ooze through small openings.
Limitation (-1): Only limbs can be altered.
Limitation (-2): No immunity to called shots or reduced damage from collisions/falling.
Requires Activation (-1)
Slow to Activate (-1): Full action, may only take free actions.
Hexite Armoring Power Armor Level 3 Cost 1
Extruded hexite armor.
+6 armor
Requires Activation (-1)
Slow to Activate (-1): Full action, may only take free actions.

Switchable Power Set: Biolimb Attacks

Cost: 8

Biolimb Brawling Power Melee Attack (Unarmed) Level 1 Cost 8 (2/level)
Biolimb punch/kick/crush.
+1d6 damage
Multiple Attacks (+2): Apply to all Fighting rolls in a round.
Switchable (+4): Melee Attack (Blade), Ranged Attack
Biolimb Blade Power Melee Attack (Blade) Level 2 Cost 4 (2/level)
Biolimb shaped into blade.
+2d6 damage
Multiple Attacks (+2): Apply to all Fighting rolls in a round.
Lethal (-1): -1 for Nonlethal damage.
Slow to Activate (-1): Full action, may only take free actions.
Switchable (+0): Melee Attack (Unarmed), Ranged Attack
Biolimb Gun Power Ranged Attack Level 2 Cost 4 (2/level)
Biolimb shaped into a gun.
2d6/3d6/2d10 damage; Range 12/24/48
Armor Piercing (+1): AP 2.
Enhanced Damage (+4): Use d10’s for damage.
Lethal (-1): -1 for Nonlethal damage, and damage reduced by one die type.
Requires Material (-2): Ammunition.
Slow to Activate (-1): Full action, may only take free actions.
Limitation (-1): Type of ammunition limits damage: Pistol 2d6 (AP 1); Shotgun: 3d6 (AP 0); Rifle: 2d10 (AP 2).
Switchable (+0): Melee Attack (Unarmed), Melee Attack (Blade)
Nerves of Hexite Power Super Edge Level 2 Cost 4
Extreme resistance to pain.
Nerves of Steel, Improved Nerves of Steel
Extreme Resilience Power Toughness Level 4 Cost 4 (1/Level)
Hexite limbs are very difficult to damage.
+4 to Toughness.
Hardy (+3): If Shaken, additional Shaken results have no effect.
Limitation (-2): Full Toughness bonus only applies to attacks targeting limbs. Otherwise, half Toughness bonus when aware of attack and able to defend with limbs.

Tinman Drawbacks

Energy Requirements (-4): Tinmen must eat a full meal every 12 hours or go into a hibernation state. The body will go into a deep sleep, limbs locking into place and bioarmor extruding. The Tinman will remain like this until fed and given about an hour to recover. Otherwise, they will not suffer the effects of Hunger until 72 hours without food.
Distinctive Appearance (-2): Limbs are shiny, silver-black supercarbon and should be covered.

Tinmen

Tags: changed +cybergenus:tinman

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