Erin "The Eye" Cowen

A jumpy lookout with a radioactive aura.

Description:

Erin " The Eye" Cowen
Erin is 5’4 with a small frame. Although he appears sickly, he moves with a beguiling grace and seems to radiate energy. Speculation is that he has been altered by his natural radiation. It causes his black eyes to emit a blue light through the pupil, and his skin is gaunt and cracked. His hair is wiry and bleached by years in the unprotected wastes and sways haphazardly around his head. His fingers are long and thin, yet still hold warmth even in the dead of winter.
He wears a long beige leather coat, the same color and texture as his own skin. Beneath that he wears jeans and whatever shirt he could scrounge and his feet are covered with steel toed boots. All of his cloths have been patched uncountable times with poor sewing and duct tape. A crossbow is slung over one shoulder while a backpack hangs on the other. His bolt cases are duct tapped to his right thigh and calf.
Erin makes a living by acting as a prospector and scout for caravans and scavengers. When he isn’t hard up for cash, he prefers jobs of mapping the world outside the walls, seeing how the world has changed from the maps in archives. Despite his obvious talent for scavenging, groups rarely take him along more than once. He is highly paranoid and is easily spooked, seeing danger around every corner.

Smart 2
| STR 13 + 1 | HP 9 / 9 | Speed: 25 (5 squares) |
| DEX 16 + 3 | Defense: 14 = 10 + 0 class + 3 DEX + 1 equipment |
| CON 16 + 3 | Initiative: 3 = 3 DEX |
| INT 18 + 4 | FORT 3 = 0 base + 3 CON | Reputation: 1 |
| WIS 17 + 3 | REF 3 = 0 base + 3 DEX | Action Points: 6 (1d6) |
| CHA 10 + 0 | WILL 5 = 2 base + 3 WIS | Wealth Bonus: 7 |

  • Base Attack Bonus: +1
    • Crossbow + 4 Ranged 1d10/20 40ft increment
    • Knife + 2 Melee 1d4 + 1/19 – 20
  • Occupation (Adventurer): +1 wealth Bonus; Add Move Silently and Spot to class skills.
  • Talent
    • Savant: + 1 per Smart level to each of the following skills (Search)
  • Feats
    • 1 Stealthy: + 2 to Hide and Move Silently
    • 1 Track: Page 88
    • B Blind-Fight: reroll miss chance due to concealment and not flat-footed VS invisible melee
    • 3 Cautious: +2 to Demolitions and Disable Device checks
  • Skills
    • Craft (chemical) 8 = 4 INT + 4 Ranks
    • Craft (electronic) 8 = 4 INT + 4 Ranks
    • Craft (mechanical) 8 = 4 INT + 4 Ranks
    • Craft (Visual Arts) 7 = 4 INT + 3 Ranks
    • Decipher Script 6 = 4 INT + 2 Ranks
    • Demolitions 10 = 4 INT + 4 Ranks + 2 Feat
    • Disable Device 10 = 4 INT + 4 Ranks + 2 Feat
    • Hide 7 = 3 DEX + 2 Ranks + 2 Feat
    • Knowledge (Earth and Life Sciences) 5 = 4 INT + 1 Ranks
    • Knowledge (History) 5 = 4 INT + 1 Ranks
    • Listen 7 = 3 WIS + 2 Ranks + 2 Mutation
    • Move Silently 7 = 3 DEX + 2 Ranks + 2 Feat
    • Navigate 8 = 4 INT + 4 Ranks
    • Profession (Adventurer) 8 = 3 WIS + 5 Ranks
    • Repair 8 = 4 INT + 4 Ranks
    • Search 13 = 4 INT + 5 Ranks + 2 Mutation + 2 Savant
    • Spot 10 = 3 WIS + 5 Ranks + 2 Mutation
    • Survival 5 = 3 WIS + 2 Ranks
  • Languages: English (S/RW), Braile (RW)
  • Mutations
    • Direction Sense (1): Always know North
    • Energy Adaptation (4): Electricity Resistance 10 and Cold Reistance 10
    • Radioactive (5): Immunity to the first thre stages of radiation. 1/day emmit a 60 ft. burst of radiation poison with a 1 hour incubation FORT DC 12 or take 1d6 – 1 CON/1d6 – 1 CON
    • Darkvision (3): Gain Darkvision 60 ft.
    • Hypersensitivity (3): Gain a + 2 bonus on Listen, Search, and Spot checks and gain Blind-Fight as a bonus feat
    • Cosmetic Eyes (0): Out of the ordinary eyes
    • Light Sensitivity ( – 1): – 1 to all checks in bright light and sunlight
    • Ability Decay ( – 2): – 2 to an ability score CHA from 14 to 12
    • Ability Decay ( – 2): – 2 to an ability score CHA from 12 to 10
    • Brittle Bones ( – 4): – 3 to damage threashold and take an additional 1d6 damage from falls
    • Combat Fear ( – 4): Make a WILL DC 15 when in combat situations or be shaken for the encounter
    • Reduced Speed ( – 3): – 5 to all speeds
  • Equipment Capacity 50/100/150 with backpack 58/116/175
    • Total: 16/55 with backpack
    • 1 Pocket skechbooks
    • 0.5 Pencils ov varrying colors and shades (mostly blues)
    • 1 Pocket Knife 1d4/19 – 20
    • 7 Crossbow 1d10/20 Piercing 40 ft range increment
    • 2 bolts (24)
    • 1 Walkie-Talkie (2 mile range)
    • 4 Leather Jacket
    • 0.5 Multi-tool (reduce penality for not having right tool to – 2 on Repair, Craft Mechanical, Electronic, and Structural)
    • 3 Backpack ( + 1 STR for carying capacity. Can old 60 lbs) <36>
      • 5 Bolt cutters (requires a STR DC 10 check to break a padlock or similar)
      • 1 Car opening kit (see page 57)
      • 7 Detonator, Wired x7
      • 2 Detonator, Blasting cap x4
      • 2 Det Cord (50ft) 2d6 fire REF 12 can double up for + 1d6 damage per 5ft used to 4d6max
      • 3 First Aid Kit (can treat wounds, or help dazed, unconscious, or stunned with a DC 15 Treat Injury check)
      • 4 Tactical Maps of Chicago Wilderness with personal notes x8
      • 2 Binoculars (reduce range penalty for spot to – 1 per 50ft at five times the time needed)
      • 5 Duct Tape x5 (70ft by 2in) (Can hold up to 200 lbs indefinatly or up to 300 lbs for 1d6 rounds. DC 20 STR or escape artist checks)
      • 5 Demolitions Kit (DC 15 to set. Failure means fails to trigger. Failure by 10 or more means goes off while installing)
Bio:

Erin "The Eye" Cowen

Tragedy of New new Chicago Wytwyld