Powers & Abilities
These biomechanoids are chiefly mobile weapon platforms. They are equipped with two energy cannons, which they instinctively aim and fire.
Biomechanoids are grown in Mental’s biological tanks. Part of their organism grows into mechanical parts, making them cyborgs. Their body includes two lateral slots where mass-produced energy cannons can be plugged right into their nervous systems.
A biomechanoid is 15′ tall.
They are described as “endothermous”, which I suppose means that they are warm-blooded. Or maybe they have an internal generator. Or both. Who knows.
Biomechanoids have a definite avian countenance, as I always say. I’m kinda famous for that.
These creatures seem to be on the level of a daft but extremely aggressive guard dog, though of course it’s hard to say. They will fire angry bursts of angry energy pulses at the least provocation.
The links to follow us and/or subscribe to our monthly newsletter are at the bottom of this page.
Game Stats — DC Heroes RPG Print Friendly
Generic minor biomechanoid
|Dex: 02||Str: 04||Bod: 04||Motivation: Aggressive|
|Int: 02||Wil: 01||Min: 02||Occupation: Aggressive|
|Inf: 01||Aur: 00||Spi: 02||Wealth: N.A.|
|Init: 007||HP: 000|
Bonuses and Limitations:
Growth is Always On and Already Factored In.
Weaponry (Energy cannons): 03
SPR (no manipulative appendages).
ENERGY CANNONS [BODY 03, Energy blast: 04, Bonus: Energy blast has Autofire].
They do not have as many APs of Growth as could be expected in 15′, based on their in-game behaviour.
Source of Character: Serious Sam early video games
Writeup completed on the 5th of December, 2016.