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==Manikins== A horrific spin-off to the propagator project, manikins are humanoids who have been captured by the sheens and rebuilt into specialized [[cyborg]]s, mounting their original upper torso on a sheen's lower body before releasing them back into the world, with a rooted subconscious compulsion to eventually return to their masters and have their memories downloaded. Being a manikin is a "race" that is handled using the [[kits]] system. ::Prerequisite: Nothing, apart from being captured by a sheen, selected for conversion, and surviving the conversion. ::Special Benefits: :::Optional Modified Mobility: A manikin might have either roller chassis (MV 9, 24 on smooth surfaces) or hover units (MV 12, constantly levitates off the ground at a height of 1-10 feet) instead of the normal mechanical legs. :::Twin-Body HP Tracks: A manikin's HP total is divided by two, rounding up, and the separate values assigned to either their organic or mechanical body. All damage is divided by two and then deducted from both tracks simultaneously. The biological half heals normally, but the sheen half can only be repaired by its self-repair systems (1d4 HP per turn, so long as HP is higher than -10). When one track reaches 0 before the other, the manikin remains conscious as long as the other track has positive hit points. However, additional damage is subtracted from the non-0 track on a 2-for-1 basis. When both tracks reach 0, additional damage is applied equally to both tracks, and the manikin loses consciousness. When either track reaches -10, the manikin dies. :::Grade 1 Defensive Field: The manikin can erect a forcefield that nullifies 1 point of damage from each attack directed against the manikin. The forcefield can absorb up to 16 damage per day before it shuts down to recharge. :::Countermand Capabilities: When the manikin encounters sheens, the manikin can attempt to countermand one sheen per round by rolling a d20, adding a +1 bonus to the roll for every 4 [[Intelligence]] points. The result of the roll is then checked off against a table that determines the most powerful (determined by HD) sheen the manikin can countermand, and how many sheen are countermanded. For using this ability, "manikin level" is equal to the highest PC class; [[multiclassing]] manikins do get a +1 bonus per additional class. Countermanded sheens are stunned for 10 rounds or until attacked. ::Special Hindrances: Manikins suffer the same vulnerability to magic as true sheens (-3 to saves, +1 damage per die). Additionally, a manikin needs to recharge its cybernetic components once per month by either carefully applying a shocking grasp or lightning bolt spell on their body, or by spending 4 days out of 28 idle to soak up ambient sunlight.
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