MARA VENN, ARCHIE-3 INFILTRATOR ANDROID
ARMOR CLASS: 2 [17]
HIT DICE: 5
HDE/XP: 6/400
SAVING THROW: 12
TOTAL HIT BONUS: +5
MOVEMENT: 12
SPECIAL: Synthetic Infiltrator, Machine Body, Analytical Combat Routine, Combat Reflexes, Fearless Machine, Encrypted Communications, Internal Recorder
ATTACK: Autopistol (1d6), Vibro-Knife (1d6), Unarmed Strike (1d6+1)
SYNTHETIC INFILTRATOR: Mara appears completely human under normal observation. Revealing her artificial nature requires invasive examination, technological scanning, visible internal damage, or strong evidence of artificial behavior.
MACHINE BODY: Mara does not need food, air, water, or sleep and is immune to poison and disease. She cannot normally be healed by biological or mystical healing and must instead be repaired. She may be immune to other effects that require organic physiology at the Referee’s discretion.
ANALYTICAL COMBAT ROUTINE: Once per combat, Mara may spend one round analyzing a living humanoid target. For the rest of the encounter she gains +1 To-Hit and +2 melee damage against that target.
COMBAT REFLEXES: Mara receives +2 Initiative.
FEARLESS MACHINE: Mara receives +2 on Saving Throws against fear or intimidation.
ENCRYPTED COMMUNICATIONS: Mara can silently communicate with compatible ARCHIE-3 units and transmit compressed mission data when communications conditions allow.
INTERNAL RECORDER: Mara continuously records significant observations. If she escapes or successfully transmits, ARCHIE-3 gains whatever information she gathered.
Equipment
Autopistol: +5 / 1d6 / 75 ft. / RoF 2
Vibro-Knife: +5 / 1d6 / Melee
Unarmed Strike: +5 / 1d6+1 / Melee
Analyzed Target:
Vibro-Knife +6 / 1d6+2
Unarmed Strike +6 / 1d6+3
Civilian clothing, concealed pistol, vibro-knife, backpack, canteen, packaged food, electronic map, repair tools, false identification, decoy radio, and trade credits.

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