Alignment: Principled (Good).
Motivation: Escape the reach of the Gene-Splicers.
Disposition: Disciplined, insightful and somewhat introspective.
Appearance: A handsome young human doctor with piercing blue eyes, chestnut hair, and a fair complexion. Typically wears brown leathers and other attire common to Galactic Tracers.
O.C.C.: Body Fixer.
Level of Experience: 7th level Body Fixer.
Current Experience: 31,000/41,600.
Affiliations/Factions: Numerous, Cameron is a masterful physician and surgeon known throughout the Center for his god-like precision with a scalpel.
Attributes: I.Q. 29, M.E. 25, M.A. 17, P.S. 11, P.P. 30, P.E. 10, P.B. 18, Spd. 17.
Attribute Bonuses: + 15% to all skills, + 8 to save vs insanity, + 5 to save vs psionics, invoke trust at 45%, invoke intimidation at 45%, + 8 to strike, + 8 to dodge, + 8 to parry, invoke charm at 40%, invoke at impress at 40%.
Hit Points: 35.
M.D.C.: None, except by armor.
Horror Factor: None.
Attacks/Actions per Melee: 6
Combat Bonuses: + 11 on initiative, + 9 to strike (+ 3 with sword, + 4 with knife; + 1 to strike with edged weapons), + 11 to disarm, + 14 to pull punch, + 4 to damage (+ 1D6 damage on punches or + 1D6 + 2 on kicks, + 1D6 with edged weapons), + 17 to backflip, + 10 to parry (+ 5 with a sword or knife; + 1 with edged weapons, + 2 with staff), + 15 to dodge (+ 1 with OP Field), + 11 to maintain balance, + 5 to roll with impact.
Special Combat Techniques:
× Critical Strike on an unmodified roll of 18-20 (automatic from behind).
× Death Blow on an unmodified roll of 20.
Saving Throw Bonuses: + 2 on Perception Rolls, + 3 to save vs Horror Factor, + 3 to save vs disease, + 2 to save vs drugs, + 3 to save vs insanity, + 2 to save vs pain, + 2 to save vs poison, + 8 to save vs insanity, + 5 to save vs psionics.
Natural Abilities – Humans:
1. Perfect 20/20 Vision & Observant. Perfect short and long distance vision (+ 1 on initiative and + 1 to dodge) and tends to notice and remember details; + 5% to land navigation.
2. Defined Talent — Surgical Precision. Add + 20% to field surgery and Add + 4 on initiative, + 3 to pull punch (excellent control), + 1D6 damage with punches or kicks, + 1 to roll with impact, and + 1 to save vs horror factor.
Special O.C.C. Abilities – Body Fixer:
1. Familiarity with D-Bees. No skill penalty when working on common/known D-Bees; only a – 20% penalty when dealing with extremely alien physiology, rare, or previously unknown species.
2. Disease Diagnosis Specialist. Diagnose disease with extreme clarity and accuracy and is so talented that they can reduce the duration and penalties by half.
Language: Trade 1 at 105% (98%)
Language: Trade 3 at 105% (98%)
Language: Trade 4 at 117% (98%)%; native.
Literacy: Trade 4 at 112% (98%); native.
Athletics: General (+ 1 to dodge, + 1 to parry, + 1 to roll with impact)
Biology at 105% (98%)
× Brew Medicine at 100% (98%)
× Medicine Quality at 105% (98%)
Chemistry at 95%
Mathematics: Basic at 100% (98%)
Lore: D-Bees at 100% (98%)
× Diagnose at 145% (98%)
× Surgery at 105% (98%)
Pathology at 105% (98%)
Pilot: Automobile at 109% (98%)
Sensory Equipment 80%; + 15% using medical equipment.
Xenology at 95%
W.P. Knife (Special — + 4 to strike; + 1 at levels 9 and 12; + 3 when thrown; + 1 at levels 8, 10 and 12, + 3 to parry; + 1 at levels 9 and 12)
Hand to Hand: Samurai (7th; attacks/actions per melee: 6, + 7 on initiative, + 1 to strike, + 1 to disarm, + 5 to pull punch, + 4 (+ 1D6 damage on punches and kicks), + 1 to parry (+ 2 with a sword or staff), + 4 to dodge, + 3 to maintain balance, + 4 to roll with impact, and + 1 to save vs Horror Factor. Plus, Critical Strike on an unmodified roll of 18-20 (automatic from behind), Death Blow on an unmodified roll of 20).
O.C.C. Related Skills: Plus, two additional skills at levels 9 and 12.
× Diagnose at 95%
× Surgery at 95%
Computer Operation at 125% (98%)
× Diagnose at 115% (98%)
× Identify Insect Biology at 100% (98%)
× Treat Insects at 80%
Field Surgery at 90%
Fencing (+ 1 to strike with edged weapons, + 1D6 damage to edged weapons, + 1 to parry with edged weapons)
Gymnastics (+ 2 to roll)
× Backflip at 97% (+ 9 to backflip)
× Increased Leaping. Add 14 feet up or across; + 2 feet per level of experience.
× Maintain Balance at 83% (+ 8 to maintain balance)
× Prowl at 45%
× Work Parallel Bars & Rings at 93%
Lore: Juicers at 85%
× Diagnose at 105% (98%)
× Cetacean Biology at 80%
× Capture/Treat Cetaceans at 80%
Mathematics: Advanced at 95%
Research at 60%
Rope Works at 85%
Veterinary Science at 110% (98%)
Secondary Skills: Plus one additional skills at levels 9, 12 and 15.
Language: Trade 5 at 95%
Language: Trade 6 at 95%
Literacy: Trade 1 at 95%
Literacy: Trade 3 at 95%
Literacy: Trade 5 at 95%
Literacy: Trade 6 at 95%
Aerobic Athletics ( + 1 to disarm, + 2 to kick damage, + 1 to pull punch)
W.P. Quickdraw (+ 3 on initiative)
W.P. Sword (+ 3 to strike; + 1 at levels 9, 12, and 15; + 1 when thrown at levels 8 and 12, + 3 to parry; + 1 at levels 10 and 13).
W.P. Targeting (+ 3 to strike when thrown; + 1 at level 10)
Magical Knowledge: Extensive knowledge of curses and supernatural illnesses, otherwise none.
Spell Strength: Not applicable.
Psionic Powers: None.
Armor: CAF Jumpsuit (80 M.D.C.; + 25 M.D.C. from TacVest (A.R. 16), + 28 M.D.C. with a armored long-coat).
Weapons: Phase Sword, Laser scalpel,
Equipment: Bio-Comp Monitor (1), Blood Pressure Kit (1), Compu-Drug Dispenser (1; 48 doses of synthetic adrenaline), Hypodermic Gun (1), Hypodermic Syringe (4; not re-useable), IRMSS Internal Robot Medical Surgeon System (3), IROU Internal Robot Oxygen Unit (4), IRVT Internal Robot Visual Transmitters (5), RSU Robot Sedative Units (5), Suture Gun (1), Suture Tape (1), Protein Healing Salve (10), Portable Bio-Scan & Bio-Lab (1), Stethoscope (1), Disposable Surgical Gloves (100), Reusable Surgical Gloves (2), Thermometer (1), Holographic Personal Computer (1), Blood and Tissue Builders: Human (10), OP-Field, Phase-Tech Med Kit (1), Universal Anti-Toxins (12), Surgical Gown (2), Surgical Kit (1), Medical Kit (1), Unbreakable Vials (6), Portable Laboratory (1), Backpack (1), Medical Bag (1), E-Clips (2), one Vibro-Knife (1; 1D6 M.D.), Scalpel (2; 1D4 S.D.C.), Pen Flashlight (1), Chemical Glowsticks (4), Gas Mask and Air Filters (2), small notepad and pencil (1), Olterak Mace Spray (1), and some personal items.
Money: 175,000 universal credits.
5D6 + 4; bypasses armor and inflicts S.D.C. or M.D.C. depending on the target’s natural state.
10D6 + 8; bypasses armor and inflicts S.D.C. or M.D.C. depending on the target’s natural state.
Cameron is a brilliant young doctor and one of the most skilled surgeons in the known Megaverse. His adventuring career began rough; with Cameron being mistaken for his mentor and abducted by the Oni to perform life-saving surgery on their Emperor. Although his efforts saved the Emperor’s life, something magic had mysteriously failed to do as the alien condition returned time and time again. Cameron was forced to stay nearby the Emperor at all times. During this time, Cameron befriended the Emperor’s personal body guards and from them learned a number of precision sword techniques that he could adapt to his surgery. Although, even with his improved skills and near-superhuman hand-eye coordination, the teenage Doctor could not completely purge the disease from the body.
However, shortly after his 19th birthday Cameron accidentally discovered that his patient was not suffering from a disease at all but a gene anomaly that was being triggered by strange insects that were gestating in the ponds in the Emperor’s private garden. Never before hearing of an insect that could alter the genetic structure of the host through a bite, Cameron delved deeper into his research and discovered that the insects were not a naturally occurring species at all, but the product of genetic manipulation by the Gene Splicers. Unsure of their motivation but knowing the Cyber-oni would never allow him to leave the Emperor willingly, Cameron slipped away aboard a runner and began investigating the Gene-Splicers full times. Across his many adventurers he saved countless people’s lives and eventually discovered a Gene-Splicer conspiracy of monumental proportions. Something so diabolic and spanning that even his brilliant mind struggled to comprehend it in its entirety. Using what information he has recovered, Cameron continues to piece together a cure for his former captors (after all, even if he is evil he is his patient and he is bound by his hypocritical oath), but he now must flee the Gene-Splicers and avoid the Cyber-Oni who have him registered as a wanted fugitive.
Cameron believes if he can find a cure for the Emperor’s condition he can share it with other Body Fixers throughout the Megaverse and stop (or at the very least SLOW) the Gene-Splicer’s hellish agenda.