May-Jor    (Grizzly Bear Female Cyborg)
Character Information   
Name: May-Jor XP/Next lvl: N / A
Class: Cyborg HP:curr/max 96 / 96
Alignment: Neutral AC:reg/rear/no shield 13 / 13 / 13
Race: Grizzly Bear Level: 1
Age: Unknown; 12+?? Height: 6ft7in (usually hunches 4-6in)
Weight: 580lbs (w/ Exo-Frame) Gender: Female
Encumbrance: lol what's encumbrance?? :p Movement: 25'
Languages: Common
Ability Scores   
STR: 18 (+3) (modified by Exo-Frame)
INT: 13 (+1)
WIS: 11 (+0)
DEX: 16 (+2)
CON: 12 (+0)
CHR: 7 (-1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
Fort +1 Ref +3 Will -1

Notes:

Description and Background   
Description:
Hit Die d8 Cyborg Upgrade: Exo-Frame (+3 Strength, -5' move) 40 Damage to non-meat parts, ignores first d3, jury-rig to repair Jury Rig die d2 Bipedal grizzly bear, closer to man-sized than most, with a glint of intelligence in her big, dark eyes. Mostly covered in brown fur, but nearly surrounded by a groaning steel armature, which connects to metal plating on her back and limbs. Hissing pneumatic pistons jut from the steel beams on her arms and legs, bestowing a stiff, robotic gait, as well as a nasty right hook. Also has a large chestplate of transparent plastic, which houses webs of colored wires (patched and re-patched over time) and a few blinking LED lights; she sometimes wears a poncho to cover this, particularly at night.

Background:
'Woke up in a tube as a half-bear, half-man, half-robot, something like twelve years ago. Have no memory of time before this. May have been a mutated bear before then, but almost definitely wasn't a cyborg. Probably. That seems like a stretch, right? Cyborgs don't get amnesia, 90 sure of that. 88 maybe. Besides, all the steel was still shiny then, and none of the wires made little sparks when you sit down wrong. 'Wander around since then. Talk to folks when you can. Most shoot robot bears on sight; sensible, none taken. You get to learn that most folks like trading, though, so you bring food to trade. Some folks will trade for a bear to follow them around, and that's how you go new places. You can trade punches for all sorts of things, but the price is always different and folks get an attitude sometimes, so you mostly stick to food, guns, and robot parts. The ones you don't need. 'Travelled with some bad guys. They died. Went with some religion folks. They talked too much, but they cooked with their hands, and never got on you about keeping up. And you followed some mushrooms a good long ways, but they always sprayed stink dust and sang stupid songs, and the food was just mushroom-stuff. Now you're here. Almost out of food. Looking for some folks.'


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Axe 1 close 1d8+3/ n n +4 Wood handle, circular saw blades
Longbow 1 long 1d8/ n n +3 20 Aluminum wings (bendy), plastic grip, wire string
Claws 1 close 1d4+3/ n n +4 Pneumatic-powered, but not metal
Equipment
Qty Item Location
1 Backpack Back
1 Bedroll Backpack
1 Crowbar Backpack
3 Oil Flask Backpack
1 Rope (50' with grappling hook) Backpack
8 Torches Backpack
5 Waterskin Backpack
1 Food Sack Hanging from right strut
5 Rations, unpreserved (charred mushroom-stuff and drippy fruits) Food Sack
13 Rations, preserved (spicy jerky flanks, nut balls, roasted flower pods) Food Sack
4 Wineskin Hanging from left strut
1 Studded Plastic Armor (as St. Leather) Worn
1 Tool Kit Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 21 0 6 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes