Age of Adventure

Law Enforcement Myra

Medium Construct, Myra Guardian Myra, Law Enforcer Synth, Ewon Empire Capital Planet, Level 6

HP: 73 (2d8, 2d10, 2d12)

DgC/BC: 15/13

Speed: Normal: 7

Initiative: 7

Carrying capacity: 18

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

2

STR

4

VIT

2

CHA

-3

INT

1

WIS

-2

Skills

Adventuring: 1, Allure: 1, Arcana: 2, Block: 5, Bravery: 2, Diplomacy: 1, Dodge: 1, Engineering: 4, Exertion: 3, Focus: 3, History: 2, Insight: 2, Intimidation: 1, Life Force: 3, Perception: 4, Research: 1, Resilience: 1, Society: 2, Stamina: 4, Toughness: 2

Specialisations

AI: +1, Initiative: +1, Shielding: +1, Sight: +2, Unarmed Attacks: +3

Languages

Ancient Arkin, Arkin, Common

Abilities

Absorbing Shield. Law Enforcement Myra gains 4 points of shielding. This shield is replenished at the beginning of Law Enforcement Myra's turn. While this creature has at least 1 point of shielding it has advantage on all Resilience checks.

Alert. Law Enforcement Myra cannot be surprised and has advantage on initiative rolls. Law Enforcement Myra can add 1d12 to all checks to notice traps, hidden creatures and objects.

Defensive Programming. Whenever Law Enforcement Myra uses intercept missile or intercept movement it adds 1d8 to its Dodge and Block class until the beginning of its next turn.

Energy Module. Law Enforcement Myra requires 1 DP charge to function for 24 hours. During operation Law Enforcement Myra doesn't need to eat, drink and breathe and gets effects of long rest once without having to actually rest. It is immune to psychic damage. When not in operation Law Enforcement Myra doesn't count as a creature

Actions

◆◆◆: Rend. Melee unarmed attack, Exertion(STR) to hit. 2d10 + STR slashing damage. If a creature drops to 0 HP it dies immediately and its body is destroyed. On critical hit the target must make Toughness(VIT) check equal to the damage taken, maximum 40, or gain 1 level of bleed.