Slender and elegant, the appearance of a snake, but the flesh is translucent around most of the body like peerlessly pure crystal. With every shed, the patterns change--hair, gender, the number of limbs, the faint opaque colored patterning over the body, a rainbow kaleidoscope of potentialities. Clearly a living, breathing organic snake. But also clearly a mechanical entity--that tail looks just like a data port. The only thing constant is the skeleton within, clearly visible, and limned in glow, with eyesockets to match.
=Stats=
Strength 5 = Basic recoil firearms. Total carry weight is 100lbs. Throw range 50ft.
Awareness 4 = Your perception check is +4. You can shoot enemies engaged in melee with allies without risk.
Backbone 4 = Your max HP is 12. You heal 2 HP per day with rest, otherwise 1 with rest or nutrition. Untreated wounds fester 15% chance per day.
Composure 7 = You roll initiative with a +7. You can order an ally or yourself to intercede for an attack meant for another person within movement range as an immediate action. You can only do this once every other round. You can spend a move action to focus, increasing your next attack roll by 2. Once per day, reroll a d20 unless it was a natural 1. You can perform careful actions in combat such as first aid or lockpicking without a -2 penalty. You can trade places in initiative with one ally at the start of combat.
Dexterity 9 = Your ranged weapon damage increases by 1. You can attack twice in one round by foregoing movement. You can gain +2 to attacks and damage on an enemy in 'crossfire' (ranged flanking 90 degrees). You can retrieve or holster items or weapons as a swift instead of move action. Your ranged weapon damage increases by 2. Your base speed increases by 10ft. You may reroll any number of damage dice once per round.
Expertise 6 = You have 26 skill points. You are an expert in three subjects not covered by another skill.
=Skills=
(S) Athletics: 2
(S) Melee Weapons: 0
(A) Survivalism: 1
(A) Sniper Rifles: 0
(B) Endurance: 2
(B) Bioenergy Weapons: 1
(C) Willpower: 5
(C) Stealth: 0
(C) Empathy: 2
(C) Communication: 0
(D) Sidearms: 1
(D) Automatics: 3
(D) Shotguns: 0
(D) Explosives: 4
(E) Medicine: 0
(E) Lockpicking: 4
(E) Repair: 3
(E) Electronics: 2
⦿Glowing Skeleton - Your skeletal structures are clearly visible within your body, and are faintly laced with light. You take a -2 penalty to stealth checks and display light at all times, dimming partially when you are asleep.
⦿Shed Skin - If properly nourished, you can shed your skin once per day in a process that takes 10 minutes. Upon finishing, your body has a new pattern of translucent flesh and coloration, a new sex, 'hair', and a single injury or ongoing detrimental condition removed. You also can freely determine how many limbs you have, from 0 to 6, and what your tail attachment can interface with.
⦿Interface Tail - When shedding skin, you can design your tail around a particular connector. If you plug yourself in with that connector, you can serve as a computer display, interface with that equipment, and allow data to be stored/processed/installed onto you safely.
⦿Camouflage Skin - Your shed skin is visible to you, but when coating an object, renders it nearly invisible, as if it were blending into the surroundings. Multiple can be used in conjunction and linked together.
⦿Perfect Aim - You do not deal friendly fire under any circumstances for actions you directly initiate. Even with shotguns, automatics, or even explosives.
⦿Perfect Luck - All explicitly random stochastic processes always result in the most favorable outcome possible for you. A successful willpower check is needed to suppress this.
⦿Perfect Action - Roll willpower. DC 10, going up by 5 every use per day, to just roll a natural 20 on a check.
Four legs. A body like a cross between a bernese mountain dog and the world's softest goat, with a little bit of deer thrown in as well with brown antlers rising up above their head wrapped in green veins that are hard to distinguish between looking like arteries and looking like plant vines. Four tapered ears, tree round pupils in the eyes arranged in a triangle, a long, very fluffy tail, and paws on all four limbs despite the difficulties inherent. Gender literally changes to whatever is desired when being checked.
=Stats=
Strength 4 = Weak recoil firearms. Melee damage decreases 1 die size. Total carry weight is 80lbs. Throw range 40ft.
Awareness 4 = Your perception check is +4. You can shoot enemies engaged in melee with allies without risk.
Backbone 5 = Your max HP is 14. You heal 3 HP per day with rest and nutrition, or 2 with only rest, or 1 with only nutrition. Untreated wounds fester 10% chance per day.
Composure 9 = You roll initiative with a +9. As an immediate action once per combat, you can allow an ally you can see or communicate with to reroll a d20. Allies trust you more easily. When assisting, grant them +3 instead of +2. You can order an ally or yourself to intercede for an attack meant for another person within movement range as an immediate action. You can only do this once every other round. You can spend a move action to focus, increasing your next attack roll by 2. Once per day, reroll a d20 unless it was a natural 1. You can perform careful actions in combat such as first aid or lockpicking without a -2 penalty. You can trade places in initiative with one ally at the start of combat.
Dexterity 4 = Your ranged weapon damage increases by 1. You can attack twice in one round by foregoing movement.
Expertise 8 = You have 28 skill points. You are an expert in four subjects not covered by another skill. You may set the max rank of one skill to 10, and increase the max rank of others by a combined total of 3.
=Skills=
(S) Athletics: 2
(S) Melee Weapons: 0
(A) Survivalism: 0
(A) Sniper Rifles: 0
(B) Endurance: 0
(B) Bioenergy Weapons: 1
(C) Willpower: 8
(C) Stealth: 0
(C) Empathy: 5
(C) Communication: 4
(D) Sidearms: 1
(D) Automatics: 2
(D) Shotguns: 0
(D) Explosives: 0
(E) Medicine: 7
(E) Lockpicking: 0
(E) Repair: 0
(E) Electronics: 0
⦿Clumsy Paws - Take a -2 penalty to the operation of all ranged weapons. Sorry, paws now.
⦿Strange Youth - You do not age.
⦿Beast Hunger - You require twice as much food to be sated.
⦿Fruiting Velvet - Instead of velvet, your antlers are twined in growing brown and green lines like vine trellises. 3 days after being blank, they grow various fruit a rate of one ripening every day. This fruit doesn't seem to ever go bad, even when left on your antlers, though the weight can accumulate. A single fruit nourishes as though it were a full ration, and cures a deleterious condition. The fruits grown are based on your thoughts and mood, and what they ripen into changes.
⦿Sense Life - You can determine the injury levels of all creatures in close proximity to you, and automatically sense living creatures within 60ft. A successful willpower check is needed to suppress this.
⦿Take Life - Roll willpower-10. The result is the amount of HP you can move from one living creature to another. Reduce the number by 2 for each previous use per day.
⦿Give Life - A dead creature reduced below 0 HP loses 1 HP per day. But you can still give them HP back. When resurrected, creatures gain black sclera and glowing eyes, but there are no ill effects.