Dr. Solomon Brenner

About a decade ago, Dr. Solomon Brenner was a rising star in the Linear Realms’ medical community. One of Britain’s top cardiosurgeons, he came to the United States because he thought his native country’s medical system restricted physicians too much. Most of his fellow doctors just assumed he had a beef against socialized medicine. Then Dr. Brenner published a paper suggesting that harvesting excess children’s organs was an excellent solution to the overpopulation issue. Even in the cynical Linear Realms, such callousness was jarring. The appalled medical fraternity censured him and revoked his license. Incensed and frustrated, Dr. Brenner had only one choice. Since his research required him to interact with the criminal underworld, joining it would allow him to keep practicing. It was probably for the best. After all, no license meant no restrictions on what he could do to people-and what he could charge for it.

Dr. Brenner’s shadowy practice went reasonably well. The thugs and hacks he employed usually weren’t interesting conversationalists, he had to keep a vigilant watch for the authorities, and the Mafia protection payments reminded him of the medical association’s dues. The money was great, though. As far as he could tell, Dr. Brenner had established a comfortable position in Linear V’s criminal underworld: successful enough not to worry about hustling clients, but discreet enough to evade scrutiny.

Then he encountered Rameraz. The Neodog temporarily put a snag in his business, and Dr. Brenner knew he had to clone such a unique and high-quality specimen. His capture of the beast led to him dealing with Kadia. Giving up his organlegging practice was a small price for obtaining access to smartclothes and Neodog genetic samples. Now Dr. Brenner plans to spread these innovations throughout the Linear Realms’ criminal underworld. They might only be for a small market, but it will certainly be profitable. He’s also turning his eye toward other realms, like the step-function universe with untold amounts of space to exploit . . .

Distinguishing Characteristics: 5’11”, 150 lbs, 46 years old; blond hair, blue eyes, pale skin. Unless he’s trying to hide it, or in one of his alternate identities, he has a distinct British accent.

Appearance: Dr. Solomon Brenner is a coldly handsome man. He is surprisingly fit for an academic, though not overly muscled. (After all, he knows exactly what effects mistreating his body has.) As someone who avoids the image of a back-alley butcher, Dr. Brenner still dons full surgical dress in the operating room. This is expensive. Still, he doesn’t want to risk infecting himself, his staff, or any clients who will be alive after surgery. Off the job, he favors expensive but tasteful clothing.

Personality: Although his cold demeanor implies it, Dr. Brenner’s amorality becomes truly apparent once people get to know him. He’s arrogant, greedy, and willing to do nearly anything to pursue money. Even his justification for vivisecting children-population control-is ultimately an excuse to engage in the profitable organlegging trade. Worse, he has a breathtakingly callous attitude toward older people as well. To Dr. Brenner, nearly everybody he meets is a collection of organs. They’re resources for his exploitation. Only the strongest personalities register as anything  resembling fellow humans, and he usually treats them as rivals.

Perhaps worst of all, Dr. Brenner is smart, savvy, and good at concealing his nature when the need arises. Only his controversial and derided paper revealed that he was anything but the stereotypical egotistical surgeon. Most people don’t realize something’s wrong with him until they’ve interacted with him for months. If they’re working for him, Dr. Brenner’s gathered enough blackmail material to force them to keep quiet. His slips are rare. Most of the time, they occur when he’s been thwarted, and that doesn’t happen very often.

“Pureblooded” Human Template (+0 ECL)

  • Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
  • +4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
  • +2 to any one attribute other than Intelligence (normally 12 CP, reduced to 6 CP by world laws).
  • Immunity/Aging (uncommon/minor/minor, 2 CP). They can expect to live for several centuries without much of any signs of aging.
  • Grant of Aid/Specialized (requires several hours): May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 3 CP), with the Regenerative option/Corrupted (requires lots of food and rest, 2 CP), allowing them to slowly regrow lost limbs and organs.

Disadvantages and CP Modifiers:

Compulsive (greed), Hunted (law enforcement and medical authorities), and Insane (views children, and most other people, as bags of organs, +10 CP); Duties (to a criminal organization in Linear V, +2 CP/Level). Total 120 CP Base + 10 Disads + 8 Duties = 138 CP.

Basics (29 CP)

Attributes: Strength 13 (+1), Dexterity 18 (+4), Constitution 14 (+2/2 magic points), Intelligence 21 (+5), Wisdom 15 (+2), Charisma 14 (+2/4 free contacts). Rolled Attributes: 13, 14, 14, 15, 15, 17.l

Saves: Fortitude +1 (3 CP) + 2 (Con) = +3, Reflex +2 (6 CP) +4 (Dex) = +6, Will +4 (12 CP) + 2 (Wis) = +6. Smartclothes provide a +4 bonus to saves against sensory overloads, not stabilizing when dying, and chemical exposure.

Hit Dice: L1-4: d6x4 (8 CP). HP 16 + 8 (Con mod) = 24.

Free Languages: English (Native); German, Japanese, Mandarin, Russian, and Spanish.

Combat Information (18 CP)

Proficiencies: All Simple Weapons and Small Arms (9 CP-6 from Dex = 3 CP) and Light Armor (3 CP).

Move: 30 ft.

Initiative: +4

BAB: +2 (12 CP)

Armor Class: 10 (Base) + 4 (Dex) + 2 (Wis) + 2 (armor) = 18. Civilian smartclothes provide damage and energy reduction 2. Total damage and energy reduction is 3.

Abilities (92 CP)

  • Adept/Master Physician (6 CP): Purchases Diagnosis, First Aid, Physician, and Surgeon at half cost.
  • Augmented Bonus/Knows Where to Aim, Corrupted, Only works on humanoid targets (4 CP): Add Int Mod to Dex Mod in ranged combat.
  • Contacts (6 CP): Dr. Brenner’s contacts (including the four free ones) are about as ethical as him. They include criminals and corrupt elements in medicine, social work, and emergency services.
  • Favors/influential customers (3 CP): Dr. Brenner is not above blackmailing his clients for aid.
  • Leadership, Corrupted, Must recruit followers (4 CP)
  • Professional/Surgeon (6 CP): +Level/2 to Surgeon.
  • Researcher/Medical (Analysis) (12 CP): For all his moral failings, Dr. Brenner is a highly capable medical researcher, able to create new medical devices at half time and cost. He can also analyze unfamiliar equipment or effects.
  • Skill Emphasis II/Physician and Surgeon (6 CP): +2 to Physician and Surgeon.
  • Skill Focus III/Surgeon (Speed, Stunt) (18 CP): +3 to Surgeon; completes actions based on indicated skill in half the usual time and may spend 2 magic or attribute points to perform extraordinary tasks with the skill.
  • Skill Points: 26 CP + 35 (Int) + 8 (Racial) = 69 SP

Bonus Abilities (no cost)

  • Fortune/Evasion (6 CP)
  • Guises (Many) (6 CP): Solomon Brenner isn’t even his real name; he thought he had a shot at regaining his license, so he used another identity for the organlegging. His other two identities are native-born American physicians. Most of his clients would be surprised at how good his Manhattanite accent is.

Skills (69 SP)

Broad Skills (56 SP)

Physical Skills (4 SP): Stealth (Dex) +13 (4 SP).

Knowledge Skills (22 SP): Business (Int) +14 (4 SP), Diagnosis (Int) +17 (3.5 SP), First Aid (Int) +17 (3.5 SP), Physician (Int) +19 (3.5 SP), Research (Int) +14 (4 SP), Surgeon (Int) +22 (3.5 SP)

Perception Skills (21 SP): Listen (Wis) +14 (7 SP), Sense Motive (Wis) +14 (7 SP), Spot (Wis) +14 (7 SP)

Other Skills (9 SP): Gadgets (Dex) +14 (5 SP), Wealth/Core Earth (Cha) +11 (4 SP)

Narrow Skills (13 SP)

Physical Skills (2 SP): Drive/Automobiles (Dex) +15 (1 SP), Pilot/Lifts (Dex) +15 (1 SP)

Knowledge Skills (5 SP): Anatomy (Int) +16 (1 SP), Genetics (Int) +16 (1 SP), Medical Electronics (Int) +16 (1 SP), Pharmacology (Int) +16 (1 SP), Streetwise (Int) +16 (1 SP)

Other Skills (6 SP): Bluff (Cha) +13 (1 SP), Disguise (Cha) +13 (1 SP), Gather Information (Cha) +13 (1 SP), Intimidation (Cha) +13 (1 SP), Negotiation (Cha) +13 (1 SP), Wealth/Linear Realms (Cha) +13 (1 SP)

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