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CYBERTELOSIAN CYBERMAN
Identity:  cyberTelosian - ?2486 AD
Side:  Evil
Sex:  N/A
Age:  N/A
Height:  6' 3"
Hair:  Unknown
Eyes:  Unknown
Level:  5th
Experience:  14,000
Training:  +1 Disintegration Ray Accuracy with Cyberweapon
First Appearance:  Tomb of the Cybermen [Sep 2 - Sep 21, 1967]
Other Appearances:  None
1. Armour (Cyberium Metal Coating):  ADR 100. The armour is exceptionally durable providing a bonus of 3 Points of Invulnerability.
2. Bionics:  All cyberTelosians have the following cybernetics:
      a. Heightened Expertise (Combat Computer):  The combat computer is housed within the cyberman's chest unit. Cybermen gain a +4 to hit bonus when using their cyberweapon.
      b. Heightened Intelligence A (Computerized Brain)  +6
      c. Heightened Senses (Cybernetic Sensors):  [Infrared Vision] Cybermen can see in the dark and suffer no combat penalties for darkness.  [High Frequency Radio] Cybermen can communicate with each other via an internal radio (Range 500" radius).
      d. Heightened Strength A (Cybernetic Reinforced Skeleton)  +12
      e. Heightened Endurance A (Cybernetic Replacement Organs)  +16
      f. Life Support (Cybernetic Replacement Organs) 
      g. Mind Control (Brainwave Frequency Modulator):  This device broadcasts a high frequency beam that targets specific areas of the human brain causing the victim to fall under the influence of the cyberman. Range 3", PR 20.
      h. Natural Weaponry (Augmented Exoskeleton):  +2 to Hit, +4 Damage in HTH Combat. The cyberman uses his full weight when determining Carrying Capacity and HTH Damage.
      i. Special Weapon (Cyberweapon):  [Attack as Disintegration Ray] This cyberweapon is built into the cyberman's chest unit. +2 to hit, Range 90", 2d10 Damage, 2 charge/shot. The cyberman uses its own Power score to fuel the cyberweapon's attacks.
      j. Willpower (Cold, Ruthless Logic):  Type A. The cold, computerized logic of a Cyberman grants an automatic Willpower Defense. Cybermen cannot be knocked unconscious by HP damage (a cyberman must reach 0 HPs before succumbing to unconsciouness).
      k. Weakness (Vulnerability):  The cyberman's cybernetic organs require cooling via an intricate series of vents, located within the chest unit (-4 to be hit due to its small size), to avoid overheating which leads to organ failure and then eventually death. Unfortunately, these cooling vents are especially vulnerable to errosian by Gold Dust. Should the vent be hit with gold dust, the cyberman receives 2d12 damage directly to HPs (ignore armour).
3. Weakness (Prejudice):  Cybermen view all other races as lesser beings - a potential resource to be ultilized as cyberlogic dictates - not as equals. Cybermen have no complusions against using lesser beings in their schemes and then betraying them later once their usefulness has come to an end.
Weight:  250 lbs. Basic Hits:  5 Agility Mod:  -2
Strength:  22 Endurance:  24
Agility:  10 Intelligence:  18
Charisma:  16 Reactions from: Good:  -2     Evil:  -2
Hit Mod. (2.2) (3) (1) (1.3) =  8.58 Hit Points:  43
Damage Mod.:  +1 Healing Rate:  3.5
Accuracy:  Nil Power:  74
Carrying Capacity:  3262 lbs. Basic HTH Damage:  1d12
Movement Rates:  56" ground.
Det. Hidden:  12% Det. Danger:  16%
Inventing Points:  9 Inventing (54%): 
Knowledge Areas:  Astronautics, Military & Scientist (Cybernetics)
Origin and Background: (cyberTelosian)  The flesh was weak, so it was replaced with machinery. Emotions were eliminated. A new race was born - the Cybermen.
          Here is the Official BBC Cyberman site.

Training Bonuses: 
    2nd Level:  +1 Disintegration Ray Accuracy with Cyberweapon
    3rd Level:  +1 Disintegration Ray Damage with Cyberweapon
    4th Level:  +1 Disintegration Ray Accuracy with Cyberweapon
    5th Level:  +1 Disintegration Ray Damage with Cyberweapon

Notes: 

To Hit (Unarmed HTH):
+3
Damage (Unarmed HTH):
1D12 + 7
To Hit (Disintegration Ray):
+8
Damage (Disintegration Ray):
2d10 + 3