Copper Dragon

Shoccaar Nemmac's page

770 posts. Alias of EwokBanshee.


Full Name

Shoccaar Nemmac, AKA Shocka

Race

| SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2

Classes/Levels

| Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32

BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Gender

Shoccaar Nemmac Female CG Ikeshti Biohacker 20

Strength 10
Dexterity 19
Constitution 17
Intelligence 19
Wisdom 12
Charisma 10

About Shoccaar Nemmac

Name
Shoccaar "Shocka" Nemmac
CG Small Ikeshti
Biohacker 20
Init +12 (8+4); Senses Perc +32, SM +32

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Defense
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EAC 37, KAC 38 (10+20/21+7+x)
DR 0, Resist (Electricity) 13 (BAB)
SP 220 [(6+5)x] HP 125 [5 + 6x] RP 10 [3+7]
Fort +17 (12+5+0)), Ref +14 (6+8+0; 1/day: reroll a failed Reflex saving throw), Will +13 (6+3+4)

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Offense
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Speed 60 ft. (30+20+10), Climb 25 ft. (15+10) , Fly 70 ft. (60+10; Average, Thruster Heels: +30-foot enhancement for 1 turn, deploy as Move action.)
BAB: +15
Melee 15 + 0 + 1 + 2
Opportunistic Injection Glove +18 (1d4+13 P; Injection DC +2; Analog, injection) (+2 bonus to attacks of opportunity to-hit & damage)

Ranged (Longarm & Injection) = 15 (BAB) + 8 (Dex) + 2 (Proficient) +3 (Injection Expert)
Conserving Potent Needler Rifle, Paragon +28 (8d6+15 P; 70 ft; Injection DC +2; 14 darts; Analog, injection) - +1 DC's. Move Action: Reduce Range & Cover penalties 2.
ConservingCaustolance, executioner +28 (5d6+15 A; 60 ft; Injection DC +2; 20 Charges; injection)
Chimera Graft Growl-class +25 (1d12+15 F; 40 ft; 20 petrol (Regrowth); Automatic, harrying)

BOT ME:

[dice=Needler @ ]1d20+28[/dice]
[dice=P Dmg]8d6+15[/dice] Includes x Inhibitor, x if it hits. Conserves ammo if miss.

Space 5 ft.; Reach 5 ft.

Special Attacks

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Statistics
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Str 12 [+1], Dex 27 [+8] (21), Con 20 (18), Int 24 [+7] (20), Wis 16 [+3], Cha 12 [+1]

Skills:

Ranks: (4+7)x
Total = (Ranks + Class Bonus + Ability Mod + Misc)
Acrobatics +28 (20 + 0 + 8 + x) Inner Gyros: +2 insight bonus to balance. Thruster Heels: +2 enhancement bonus when attempting to escape a grapple. Frictionless Gel: Standard Action, +4 circumstance bonus to escape a grapple.
Athletics +1 (0 + 0 + 1 + x) Swimmer's Kit: +4 circumstance bonus to Swim. Athletics clothes: +1 circumstance bonus to Climb and Swim. Jump Lobes: +1 insight bonus to jump. Thruster Heels: +30 enhancement bonus to jump
Bluff +4 (0 + 3 + 1 + x)
Computers +29 (20 + 3 + 6 + x) 3 daily rerolls. Microgoggles: +2 insight bonus to any skill use that benefits from exceedingly close vision. Thieves’ Tools: +4
circumstance bonus to hack a computer system that controls a door

Culture +29 (20 + 3 + 6 + x) Pocket Linguist: +2 decipher writing, double amount of time required. Linguist’s Kit: +4 circumstance bonus when deciphering writing. Library Chip: +4 circumstance bonus to Recall Knowledge.
Diplomacy +4 (0 + 3 + 1 + x)
Disguise +1 (0 + 0 + 1 + x)
Engineering +29 (20 + 3 + 6 + x) Microgoggles: +2 insight bonus to any skill use that benefits from exceedingly close vision. Thieves’ Tools: +4 circumstance bonus to disable a mechanical or technological lock. Trapsmith's Tools: +4 circumstance bonus against traps. Library Chip: +4 circumstance bonus to Recall Knowledge.
Intimidate +1 (0 + 0 + 1 + x)
Life Science +35 (20 + 3 + 6 + 6) Library Chip: +4 circumstance bonus to Recall Knowledge.
Medicine +35 (20 + 3 + 6 + 6) Microgoggles: +2 insight bonus to any skill use that benefits from exceedingly close vision
Mysticism -- (0 + 0 + 3 + x)
Perception +32 (20 + 3 + 7 + 2) broad-spectrum scanning kit: +4 circumstance bonus to search. Snapshot Sphere: +1 Circumstance bonus within 30 feet.
Physical Science +36 (20 + 3 + 6 + 7) Library Chip: +4 circumstance bonus to Recall Knowledge.
Piloting +29 (20 + 0 + 8 + x) Metal Nitro, Gold: Speed × 2
Profession (x) +x (0 + 3 + 7 + x)
Sense Motive +32 (20 + 3 + 7 + 2)
Sleight of Hand +31 (20 + 3 + 8 + x)
Stealth +8 (0 + 0 + 8 + x)
Survival +3 (0 + 0 + 3 + x)

Starship Version of Skills
Piloting +29 (20 + 0 + 8 + x) Compass: +2 insight bonus when astrogating throughout the Core system. Astrogator’s Kit: +4 circumstance bonus to navigate or astrogate. Inner Gyros: +2 insight bonus to perform stunts during starship combat.

Feats & Theorems:

Sivv Skill: You can spend a resolve point as a full action to accelerate an ally within 30 feet, granting it an additional standard action on its next turn.

Feats
1 - Improved Initiative: +4 bonus to initiative checks.
3 - Mobility: gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Weapon Specialization (Basic melee, small arms, and grenades): add your character level to damage with the selected weapon type
5 - Enhanced Resistance (Electricity): gain energy resistance against that type of energy equal to your base attack bonus.
7 - Weapon Focus (Longarms): gain a +2 bonus to attack rolls with that weapon type.
9 - Shot on the Run: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement.
11 - Longarm Proficiency:
13 - Defensive Roll: As a reaction when you are attacked or when you must attempt a Reflex saving throw, you can attempt an Acrobatics check. If you use this ability as a reaction to an attack and your Acrobatics check result exceeds your opponent’s attack roll result, the attack misses you. If you use this ability as a reaction when you must attempt a Reflex saving throw, you can use your Acrobatics check result as your Reflex save result. Once you use this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. After you use this ability, you are staggered on your next turn.
15 - Strafe: As a full action while you’re flying, you can move up to your fly speed and make two ranged attacks, each with a –4 penalty to the attack roll. These attacks can take place at any point during your movement, but both must be made at the same point and against the same target. You must both begin and end your movement in the air.
17 - Retrotech: Once per day, you can reroll a skill check to destroy, operate, or repair pre-Gap technology. This usually applies to an Engineering check, but it also can apply to a Computers check to hack a pre-Gap computer, a Medicine check to safely deactivate eons-old stasiscoffers, a Piloting check to fly an ancient vessel, or other similar situations. If you’ve already used retrotech today, you can spend 1 Resolve Point to regain a use of this ability.
19 - Zero In: When you miss on a ranged attack against a single target, you gain a +1 insight bonus to your next attack against the same target made before the end of your next turn.

Theorems (DC 24+1; 10 + 1/2 × your biohacker level + your key ability score modifier (+1 via a Potent Weapon, another +2 on a crit))
2 - Field Dressing: As a standard action, you can use your custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. If you are a studious biohacker, the target regains a number of Hit Points equal to 2d8 + your key ability score modifier. You can use it a number of times per day equal to your key ability score modifier. Once a creature has benefited from your field dressing, they cannot benefit from your field dressing again until they take a 10-minute rest to recover Stamina Points. She can also use Medicine to Treat Deadly Wounds twice a day per person for their Level + my Int (20)
4 - Treat Condition: As a standard action, you can treat a willing, adjacent creature to remove the shaken, sickened, or staggered condition. This doesn’t end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina.
6 - Medication Mastery: You can quickly turn the compounds and catalysts in your custom microlab into medicinals. You can create an analgesic (Flatfooted 4 rounds, +4 to Pain Effect saves), an antitoxin (+7 on saving throws against poison for 4 hours), or a sedative (8d4 nonlethal, +4 on saving throws against emotion or fear effect) with an item level no higher than your biohacker level. You can also make antiemetics (+4 to saving throws to avoid becoming sickened or nauseated for 40 minutes) and coagulants (immunity to the bleeding condition for 4 minutes). These medicinals are highly unstable and cannot be stored for later use or used by anyone else. You can add one of these medicinals to any attack you make with an injection weapon as part of the action to make the attack or attacks, but you can’t add a biohack of any kind to the same attack. You can use this ability a number of times equal to your key ability score (8), and you regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina Points.
8 - Improved Treat Condition: Add the following conditions to the list of those you can remove with the treat condition theorem: frightened and nauseated.
10 - Powerful Biohacks: You can use fringe science to tweak your biohacks so that you can affect any creature with biohacks that normally don’t affect creatures with the unliving universal creature rule. If the biohack had the poison descriptor, you can remove that descriptor each time you use that biohack.
12 - Tranq Darts: Once per day, you can target a living creature with a special biohack as a standard action. This doesn’t deal any damage and doesn’t count against your total uses of biohacks, but it otherwise functions as a biohack. If you hit the target, they must succeed at a Fortitude saving throw or fall into a deep sleep after 1 round, gaining the asleep condition. On a successful saving throw, the target is unaffected. At 14th level, you can use this ability twice per day. This is a poison effect.]
14 - Greater Treat Condition: You can remove the following with the treat condition theorem: cowering, dazed, panicked, paralyzed, and Stunned.
16 - Technological Biohacks: Your biohacks that affect only living creatures can also affect creatures with the construct type or technological subtype. Your biohacks ignore such creatures’ immunities to poison.
18 - Bleeding Biohacks: Your biohacks include insidious anticoagulants. Any biohack inhibitor that you successfully use against a target also afflicts them with an amount of bleed damage equal to 1d10 + your key ability score modifier (8), in addition to the inhibitor’s standard effects.
20 - Major Minor Inhibitor (Ex): Targets affected by your minor inhibitor biohack take a –3 penalty to attack rolls instead of –1 as normal.
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Languages (1+7+20)
Common, Abyssal, Azlanti, Akitonian, Aklo, Auran, Aquan, Bantrid, Brethedan, Castrovelian, Celestial, Draconic, Drow, Elven, Eoxian, Ghibran, Goblin, Ignan, Infernal, Izalguun, Kish, Protean, Shirren, Sivvan, Terran, Quorlu, Vesk, Vulgar Kishaleen

Biohacks:

Basic Booster: A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to your key ability score modifier. Select an effect: The target gains a +1 enhancement bonus to AC. The target gains a +2 enhancement bonus to skill checks. The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus.
Basic Inhibitor: A basic inhibitor biohack hinders a creature’s physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + your key ability score modifier. Select an effect: The target takes a –2 penalty to AC. You reduce the target’s DR by 10. (At 17th level, you instead reduce it by 15.) You reduce the target’s resistance to one type of energy (your choice) by 10. (At 17th level, you instead reduce it by 15.)
Minor Inhibitor: Doesn't count against Biohack total. Causes a -3 to hit.

Genetics is the study of living creatures’ inherited characteristics.
Booster: You temporarily boost a living creature to improve the acuity of its hearing, granting the subject the benefits of blindsense (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the Blind?Fight feat. This benefit lasts for 60 minutes.
Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.
Breakthrough: Gene Therapy (Ex): As a standard action, you can create and deliver a medicinal formula to a living creature that suspends the effects of damage to their mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 24 hours.

Neurochemistry is the study of the chemicals that affect creatures’ brains and nerves (or related cognitive systems).
Booster: You bolster the chemistry of a creature’s brain, allowing it to ignore the effects of the confused and staggered conditions for the booster’s duration. While the creature is ignoring these effects, the duration of the condition elapses as normal.
Inhibitor: You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.
Breakthrough: Boost Neurotransmitters (Ex): As a standard action, you can create and deliver a compound that causes a surge of cognitive activity. When injected into a creature, the formula grants the target a +4 enhancement bonus to saving throws against mind-affecting effects for 1 minute. If the target is already subject to a mind-affecting effect, the target can immediately attempt a new saving throw with a +2 enhancement bonus against the effect. This does not grant a new saving throw if the effect did not originally allow one.

Immunology is the study of how living creatures’ bodies fight off diseases and other maladies.
Booster: You boost a creature’s immune system, granting a +2 enhancement bonus to Fortitude saving throws.
Inhibitor: You deliver a potent compound that weakens a creature’s immune system (or creates vulnerabilities in nonliving creatures), imparting a –2 penalty to Fortitude saving throws.
Breakthrough:Suppress Disease (Ex): As a standard action, you can create and deliver a formula that supercharges a target’s immune system. When injected, the formula allows the target to ignore the effects of the highest stage (not including the disease’s end state) of a single disease affecting them for 1 week. The disease doesn’t progress normally during that time, but this time doesn’t count toward the disease’s duration.

Resolve Analysis: Whenever you use your spark of ingenuity class feature, you regain 1 Resolve Point, up to your normal maximum.
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Gear:

Combat Gear
Conserving Potent Paragon Needler Rifle with manual sight, Decimator Caustolance, Chimera Graft Growl-class, Opportunistic Injection Glove, D-suit V (forcepack) armor
Smoke Grenade x3; Frag Grenade Mk 1 x3; Frag Grenade Mk 3 x5; Shock Grenade Mk 1 x 3; Shock Grenade Mk 3; Incendiary Grenade Mk 1 x3, Screamer Grenade Mk 3 x3; Degeneration Grenade x2, Foam Grenade Mk 1, Microbot Grenade, Mk 1 x2
2x White Hypopen, 4x Gray Hypopen, 2x Green Hypopen, Black Hypopen x3, Serum of Healing Mk 3 x2, Serum of Healing Mk 1 x7

Other Gear
Microgoggles, Pocket Linguist, [M] Ring of Resistance Mk 3, Computer Idol Mk 3, Camouflage Membrane, Radiation Badge, Swimmer’s kit, engineering kit, hacking kit, trapsmith’s tools, Astrogator’s kit, broad-spectrum scanning kit, thieves’ tools, trapsmith's tools, linguist’s kit, Library Chip (Culture, Engineering, Life Science, and Physical Science), Clothing Athletic (Swimming & Climbing), Ultralight Wings (Angel), Snapshot Sphere, Frictionless Gel x2
Inner Gyros, Jump Lobes, Thruster Heels, Moonlight Fibers Mk 1, Speed Suspension Standard

Custom Microlab (basic medkit, chemalyzer, advanced medkit, medical lab), Subdermal Extractor, Buoyant Harness, Metal Nitro Gold, Nice Computer, Aeon Stone Viridian Balbis (+10ft), Aeon Stone Turquoise Cube (+1 nudge), Aeon Stone Dark Blue Rhomboid (Feather Fall), Aeon Stone Kaleidoscopic Icosahedron (reroll)
Synergizing Symbiote MK 1 & 2 & 3, Industrial Backpack, Mass-Produced Tent, Field Rations (1 week), Hygiene Kit, ultra-capacity battery, battery x2, credstick (28,299 credits)

Need to buy: Ring of Resistance mk5 & something that gives Darkvision or at least a nice light or both.

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Special Abilities:

Aeon Stone, Turquoise Cube: Once per day as a reaction when you fail an attack roll, saving throw, or skill check by 1, this aeon stone can retroactively grant you a +1 bonus to the roll, turning the failure into a success.

Racial
Desert Survivor: An ikeshti can go without water for 3 days plus a number of hours equal to her Constitution score before needing to attempt Constitution checks to avoid nonlethal damage.

Natural Climber: Ikeshtis have a climb speed of 15 feet.

Shed Skin: As part of the action to attempt the check, an ikeshti can shed a portion of her skin to gain a +4 bonus to Acrobatics checks to escape from grapples, pins, and restraints.

Theme: Scholar
Theme Knowledge (1st): You are an expert in one particular field of study. Life Science, xenobiology. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Gain a +1 bonus to checks with your chosen skill.

Tip of the Tongue (6th): Once per day, you can reroll any skill check to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.

Research Maven (12th): You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to recall knowledge in 5 rounds.

Master Scholar (18th): Up to twice per day, when in a situation where information from your specialty field could be useful (at the GM’s discretion), you can spend 10 minutes in deep contemplation and research of your specialty field and recover 1 Resolve Point, in addition to using recall knowledge for the information you seek; this doesn’t count as resting to regain Stamina Points.

Biohacker
CUSTOM MICROLAB: You can use Physical Science or Life Science instead of Mysticism to make serums, though these serums are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a detect magic spell to attempt such a check to identify. As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (120 feet) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20. You can use the treat deadly wounds task of the Medicine skill twice per day on each patient. DC 25, heal 1 HP/level plus your Intelligence modifier.

BIOHACKS: You can use biohacks to boost your allies or inhibit your foes. Your biohacks produce their effects only when you inject a creature with them. You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack’s ammunition. A biohack can be injected into a willing or unconscious creature (or yourself) as a standard action without requiring an attack roll, as long as the target is within your reach. You can also use a ranged injection weapon to deliver a biohack to a willing ally you have attuned your custom microlab to as a standard action without making an attack roll, as long as they’re within your custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier (8). This is the maximum number of biohacks you can have ready at one time. This preparation activates only the ingredients; you don’t need to decide which specific biohacks you’re creating until the actual actions or attacks used to deliver them. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare additional activated biohack ingredients to replace those you have used, up to your maximum. A creature can be affected by only one of your basic inhibitors at a time, if you affect a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.

INJECTION EXPERT: Proficient with Injection weapons, gain a +3 to attacks. When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack. Rather than the normal Weapon Specialization benefit, you instead add half your character level to damage you deal with those weapons.

PRIMARY FIELD OF STUDY: Genetics

SCIENTIFIC METHOD: Studious: You gain a +4 bonus to Will saving throws. You also gain a +1 insight bonus to Life Science, Medicine, and Physical Science checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks.

SPARK OF INGENUITY: Three times per day, you can alter one of your biohacks to work in a different way. You can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal. Whenever you use your spark of ingenuity class feature, you regain 1 Resolve Point, up to your normal maximum.

SECONDARY FIELD OF STUDY: Neurochemistry

TERTIARY FIELD OF STUDY: Immunology

Superserum (Su) - 20th Level
At 20th level, you have developed the formula for a superserum that can create powerful changes in a target. You can create two superserums per day. Your superserums are a special type of biohack, and you prepare them as part of the 10 minutes required to create your normal biohacks for the day. Your superserum produces one of the following effects; as with all biohacks, you decide on this effect as part of the attack or action you take to inject a creature with the biohack.
Grant major healing or bring a dead creature back to life. This functions as if you had cast raise dead or regenerate on the target, using your class level as the caster level.
Scramble the physiological makeup of the target, causing massive internal damage. The target takes 17d10 points of damage and is exhausted and stunned for 1 round. If the target succeeds at a Fortitude saving throw (DC = 10 + half your biohacker level + your key ability score modifier), the damage is halved, and the target is instead only fatigued for 1 round.
Relieve the target of debilitating conditions. Choose one set of ability scores: mental (Intelligence, Wisdom, and Charisma) or physical (Strength, Dexterity, and Constitution). The target is healed of all ability damage to the chosen set of ability scores, and all ability drain from these ability scores is removed. Regardless of which set of scores you choose, the superserum also eliminates any ongoing confusion, fear, and insanity effects; any mental afflictions that could be removed with dispel magic; and any diseases that use the mental disease track. It removes any effects magically altering the target’s memory—even instantaneous effects—and can restore the target’s memory to perfect clarity.
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History:

CG female Ikeshti congregant seeking to prevent “the disease of riveners”. As an Ikeshti woman, she became a congregant many decades ago after surviving mating. Afterwards, she left Akiton to study at Qabarat University on Castrovel - going on to be a professor of Akitonian Genetics. She recently gained a minor in Neurochemistry. While working at the University, she met a group of adventurers who had just explored the famed Drift Rock. She is a staunch supporter of the Xenowardens, donating financially and with expert advice on occasion. Her work with the Qabarat University and the Xenowardens brings her out into the field, both on Castrovel and other outlying planets. The ikeshti people are always on her mind and her work is often centered around akitonian diseases and ecology.

The scholar has long since left the university, preferring to take her studies to the field. While at Qabarat, she joined the Xenowardens. After realizing how many newly discovered worlds were exploited immediately by corporations, she decided to work to protect new worlds and alien races. After all, if a new ecosystem is immediately destroyed or harvested by an unfeeling corporation then medicine and scientific research will not be able to advance and incorporate the discoveries available there. This would all feed her base drive to support the Ikeshti race through medical and scientific research. Within the scientific community she is something of a celebrity, known for her willingness to go anywhere against any opposition to make a new discovery. Though some professional organizations have condemned her willingness to examine new flora and fauna, whether she had the legal right to or if that belonged to a corporate entity, many others have praised her for it.

As a member of the Xenowarden scientist corp, she has traveled to numerous newly discovered worlds in the name of cataloging and science. As a tie to the Dead Suns AP, perhaps she visited Nejeor VI - or Istamak even - after the members of that adventure. Though she is not a zealot against capitalism or the government, she has been in conflict with many large organizations as they have attempted to pillage new worlds. (EJ Corp, Abadarcorp, Gideron Authority, Eox could be examples) She values science and progress over profits. Her work has led to the saving of native species of sentient and non-sentient life, research that supported the Pact Worlds protection over various planets. Maybe she even dabbled in the occasional bit of eco-terrorism to "encourage" corporations to go do work on another planet. Made Pact Worlds Medicine Magazine's 40 under 40 list three years running.
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Description: