Okay, well, I haven't gone over the others' skills like I said I was gonna, but here's my idea so far. Although not advanced in time, this character's culture is dramatically advanced in biotechnology due to a long term focus on it, and access to tools that baseline Earth was not "gifted" with. On the counter, their reliance on biotech results in lagging in other areas of technology...noteably energy generation, electronics, and computer. I tried to reflect this in my equipment selections...choosing advanced "organic" equipment, but selecting other equipment from the standard list, and intentionally avoiding anything more advanced than a radio and pair of binoculars.
Vela's combat role will be that of a melee specialist. In close combat her feats and mutations give her good defense and high damage output. I may want to take some Fast Hero in the future, to increase the speed at which she can close distances. I also took several feats and class abilities to represent biological enhancements without mechanically being 'mutations.' Increased healing and durability namely. In essence, she can take damage, and she can dish it out when up close.
Vela's noncombat role will be that of scout and wilderness guide. Good sense checks, high Survival skill, and excellent stealth capacities lend to these pursuits. Her mutations also give her unusual mobility options...such as great jumping ability and climbing up sheer vertical surfaces. Access to advanced biotech gives her a couple of handy high tech items (if approved by GM).
[sblock=Vela]Name: Vela
Class: Tough 3 / Evolutionary 6 / LA +1
Occupation: Scavenger
Gender: Female
Height: 5'10" Weight: 125
Hair: Brown Eyes: Brown
Age: 20
XP:
Allegiances:
Reputation: +3
Speed: 30 Run: 120
AP: 10
Hit Dice: 9d10+27 (81)
Massive Damage Threshold: 16
Initiative: +3
Defense: 20 (10 + 3 dex + 4 class + 2 natural + 1 equipment)
BAB: +6 Melee: +7 Ranged: +9
Abilities: Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10
Saves: Fort +8, Ref +7, Will +6
Skills: 18 + 30
Concentration (Con) +9 (6 ranks + 3 con)
Search (Int) +9 (9 ranks + 0 Int)
Spot (Wis) +6 (4 ranks + 1 Wis + 1 occupation)
Survival (Wis) +10 (9 ranks +1 wis)
Climb +10 (5 ranks + 1 str + 4 mutation)
Hide +12 (5 ranks + 3 dex + 4 mutation)
Jump +11 (0 ranks + 1 str + 10 mutation)
Listen +6 (5 ranks + 1 wis)
Move Silently +8 (5 ranks + 3 dex)
Talents:
Second Wind
Damage Reduction 2/-
Resist Cold 3
Class Abilities:
LA = 8 MP
Development: Damaging Mutation (Claws)
Development: Focus Mutation (Claws)
Mutation points (8)
Bonus feat
Bonus feat
Feats:
Simple Weapon Proficiency,
1 Salvage
1 Tough Plus
b Endurance
3 Defensive Martial Art
6 Elusive Target
b Weapon Finesse - Claws
9 Improved Natural Healing
b Iron Will
Mutations (16)
Chameleon Skin (1)
Claws (1)
Adrenalin Jolt (3)
Scent (2)
Leaper (1)
Wall Crawler (2)
Thick Hide (3)
Darkvision (3)
Attacks
Claw, +10/+6 to hit, 2d6+1 dmg, natural
Current Wealth: +11 (reduced 2 by purchases)
Armor
PL6 Symbiotic Survival Suit, +1 AC, 0 ACP, 3lbs, (heals damage, doesn't interfere with mutation use)
Equipment
Fast Use Medikit (PL6)
Aquaconverter, Symbiotic (PL6)
Day Pack, 2lbs
Backpack, 3lbs
Tool belt, 2lbs
Basic Walkie-talkie, 1lb
Multitool
Binoculars, std, 2lbs
Compass, .5lb
Portable Stove, 1lb
Sleeping bag, 4lbs[/sblock]
Oh! I wanted to ask if I could tack one more, relatively unusual feature to Techno-Organic (which I noted on the sheet as symbiotic). Namely, that TO equipment "synchronizes" to a character's genetics, so it can emulate mutations while bonded to the character. Otherwise Vela will have to strip everytime she wants to be sneaky...and while I suppose that's not really a big problem, it might prove distracting to game flow from time to time.
