Brennin Tol

Description:

Archetype:
Alignment:
Motivation:
Disposition:
R.C.C.: Auto-G
Sex: Male
Age: ??? of 150 years.
Height:
Weight:
Appearance:
O.C.C.: Tin-Soldier (HAZMAT Specialist)
Level of Experience: 7th level Tin-Soldier.
Current Experience:
Affiliations/Factions:

Attributes: I.Q. 10, M.E. 21, M.A. 14, P.S. 14, P.P. 19, P.E. 23, P.B. 21, Spd. 35 (120 when skating)
Armor Rating: None.
Hit Points: 39.
S.D.C.: 72
M.D.C.: None, except through armor or transformation.
Horror Factor: 10.
P.P.E.: 52.
I.S.P.: 62.
Attacks/Actions per Melee: 5
Combat Bonuses:
+ 1 on initiative
+ 5 to strike
+ 5 to pull punch
+ 3 to disarm
+ 4 damage on kick attacks
+ 7 to dodge (+5 when skating)
+ 7 to parry
+ 4 to roll with impact.
Combat Techniques: Critical Strike on the unmodified roll of a natural 18-20.
Saving Throw Bonuses:
+ 6 to save vs Horror Factor; + 1 at levels 8, 10, 12 and 14.
+ 16% to save vs coma & death
+ 10 to save vs disease
+ 6 to save vs drugs
+ 3 to save vs illusions
+ 4 to save vs insanity
+ 6 to save vs magic
+ 2 to maintain balance (+ 7 with Sense of Balance)
+ 2 to save vs mind control
+ 4 to save vs pain
+ 6 to save vs poison
+ 8 to save vs possession; + 2 at levels 8, 11 and 15.
+ 3 to save vs psionics (12 or higher)
Natural Abilities — Auto-G:
1. Bio-Regeneration: Heals three times faster than a normal human.
2. True Form: The Auto-G can only assume one of two forms, the current person or race he is copying and the creature’s (supposedly) natural human form.
3. DNA Transformation: To assume the identity of another race, be it Dog Boy, Psi-Stalker or D-Bee, the Auto-G must have something with that being’s genetic signature. This requires the shapeshifter to chew and or swallow something with the subjects DNA; spit, sweat, blood, a piece of skin, nail, or hair follicle, and so on. The DNA source material can be as little as a single hair follicle or a tiny drop of blood. Time: to Shift 1 minute (4 melee rounds).
4. Replicate a Specific Individual: The Auto-G must thoroughly examine the subject (dead or alive) for at least 15 minutes (20-30 is better), consume a large sample of DNA (about an ounce), and be within 12 feet (3.6 m) at the time of the change.
5. Instant Adaption to a New Body: The Auto-G is instantly comfortable with his new body and understands how it works on an intuitive level even if it is completely different than a human being.
Special O.C.C. Abilities — Tin-Soldier:
1. Bio-Hazard Special Training: The Sin-Soldier can evaluate the situation, identify the specific dangers to human life, as certain their level of deadlines, and how to contain and clean-up/eliminate the contamination.
78%
2. Handle Contaminants: The proper handling, use, storage and disposal of poisons, toxins, and the administering of drugs.
86%
O.C.C. Skills
Language: American
98%; native
Mathematics: Basic
95%
Chemistry
80%
Chemistry: Analytical
75%
Climbing
80%
Rappelling
70%
Computer Operation
90%
Excavation
90%
Find Contraband
64%
Firefighting
80%
Land Navigation
75%
NBC Warfare
85%
Parachuting
80%
Pilot: Airplane
84%
Pilot: Hovercycles
98%
Pilot: Water Skiing & Surfing
74%
Radio: Basic
85%
Salvage
80%
Swimming
90%
Wilderness Survival
80%
W.P. Grappling Hook
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
7th
W.P. Paired Weapons
O.C.C. Related Skills
Field Surgery
45%
Psychology
70%
Surveillance
60%
Tailing
70%
T.V. Video
65%
Field Armorer & Munitions Expert
80%
Mechanics: Basic
65%
Speed Skating
75%
Trap/Mine Detection
60%
Preserve Food
55%
Biology
45%
Physical Labor
Secondary Skills
Electronics: Basic
60%
Literacy: American
70%; native.
Athletics: Aerobic
Sense of Balance
70%
Running
Athletics: General

Magical Knowledge:
Spell Strength:
Psionic Powers: Alter Aura (2), Death Trace (1), Mask P.P.E. (4), Mask I.S.P. & Psionics (7), Mind Block (4), Nightvision (4), and Summon Inner Strength (4)
Vulnerabilities:
Armor:
Weapons:
Equipment: Special HAZMAT double-suit environ-mental armor, plus a spare helmet and oxygen tank, set of fatigues, limited personal wardrobe, binoculars, IRMSS medical kit, IRVT Seekers, RAU Robot Antiseptic Units (“Cleaners”), pocket digital Micro Scale, Portable Laboratory, Portable Bio-Scan & Bio-Lab, portable computer, field radio, digital audio-recorder, digital camera, mini-tool kit, pocket-sized note pad and 1D4 markers, first aid kit, hypodermic gun, utility belt, holster with sidearm, backpack, satchel, tinted goggles, gas mask, canteen, surgical gloves, compass, disposable cigarette lighter, bedroll, flashlight, survival kit, and some personal items.
Money:

One weapon for each W.P. plus 12 E-Clips for each, a Vibro-Knife (1D6 M.D.), two smoke grenades, two fragmentation hand grenades, and eight signal flares.


3. Special Hazard Armor: Special HAZMAT double-suit, environmental armor, plus a spare helmet and spare oxygen tank is standard issue. The Hazard Armor has an interior suit made of light M.D.C. fabric (16 M.D.C.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental armor with 100 M.D.C. and all the standard features of normal environmental armor. However, this suit can handle twice the amount of radiation, heat and cold as standard EBAs, has a larger independent oxygen supply (8 hours; dies when tied to the air circulation purge system), numerous belts, pouches, and connectors to hold weapons, signal flares, sensors and other gear. Plus the following special features…
Helmet mini-spotlight and camera turret with two small but high-powered lights (1,000 foot/305 m). The turret can slide forward and back on top of the helmet, turn side to side 180 degree, and has an up and down arc of 45 degrees; responds to voice command. The camera can record up to 8 hours per mini-disc or transmit live feed via mobile command base.
Built-in Geiger Counter.
Bio-Comp Monitor.
Built-in Sensory System that identifies and measure air temperature, humanity, toxins in the air and can detect active biological agents that are a hazard to humans.
Electromagnetic gripping boots used for walking on metal structures, the hull of a ship, etc. Electromagnetic hand pads are either kept in a backpack or hooded in a special carrying case on the hip.

Bio:

35% +5% per level of experience

Speed Skating: +10% to skating proficiency. The goal is
speed and endurance, effectively sprinting on skates and ice and
quick stops.
Bonuses: Add +1 to P.S., +1 to P.E., +1D6 to Spd., +1D6 to
S.D.C., +2 to damage with kick attacks, +5 to dodge on ice, +2
to maintain balance and +1 to roll with punch, fall, or impact.
Skating Speed is 6x faster than the character’s running speed!

Brennin Tol

Akashic Records LiamGray