Isaac C. Heinlein (Ike) of the Double Mind    (Human Male Expert: Former Scout Turned Adventurer)
Character Information   
Name: Isaac C. Heinlein (Ike) of the Double Mind XP/Next lvl: 0 / 1510
Class: Expert: Former Scout Turned Adventurer HP:curr/max 7 / 7
Alignment: Neutral AC:reg/rear/no shield 0 / 0 / 0
Race: Human Level: 1
Age: 29 Height: 6'2'
Weight: 220 Gender: Male
Encumbrance: Movement:
Languages: English
Ability Scores   
STR: 14 (+1)
INT: 14 (+1)
WIS: 13 ()
DEX: 18 (+2)
CON: 14 (+1)
CHR: 9 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:
Isaac's brain is co-habitated by an alien conscious. It can exert influence and provide extra-terrestial intelligence in times of great need (or whatever the GM would like.) During his second term of service, while scouting strange alien ruins of a dead planet (later designated HPL6966-Yuggoth), Ike came upon a chamber of jar-enclosed brains. He mind was invaded, but not conquered. The alien intelligence resides in a symbiosis of sentience, an integration of id, a paradox of psyche. Only later did the Scout Service realize something was amiss with Isaac Heinlein. He started revealing unusual insights and revelations of science and biology which, when pressed on how, he could not explain. The Service at first thought he was plagarizing or spying to achieve such information, but surveillance over time showed this was not the case. Neural research was done and the alien brainwaves were detected. The alien intelligence could not be isolated or controlled. The Service could not risk this unpredictable and unknown alien intelligence inside the Scouts, so Ike was mustered out. Ike learned that the government had more devious plans for him. The alien intelligence enabled him to plot an escape, identity change, and occupation. Ike is privately concerned what the ultimate purpose of his alien mind inhabitor is. He would like to excise the alien consciousness, but does not know how. He does not trust the government to do it, if they even can. Ike occasionally thinks about returning to Yuggoth to seek more answers.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Grenades, 2 ($25 each) 1 10/20 2d6/ n n 2 2d6 within 15', Luck for half
Thermal Pistol ($300) 1 25/50 2d6/ n n 5 Dex. attribute
Equipment
Qty Item Location
1 Metal Plate (AC 3, enc. 2, $100) worn
1 Rope ($40) back
1 Medkit ($100) back
1 Atmofilter ($100) back
1 Lazarus patch ($30) back


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 105 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Character Creation
- Stats: [url=http://www.unseenservant.com/default.asp?do=showone&id=52862&macid=]Stats: STR:13, INT:14, WIS:15, DEX:17, CON:9, CHR:14[/url]
- Package: Past - Military Scout (closest is Soldier), Current - turned Adventurer
- Homeworld: Trantor
- Double Mind Homeworld: Yuggoth, designated HPL 6966
- Coolness Points, 3: Double Mind. If any left over, alien artifact.
- Money: [url=http://www.unseenservant.com/default.asp?do=showone&id=52864&macid=0]Money [1d6] = 4[/url]
- 800 money, 695 spent as of now
Skills: Skill Level
Combat/Projectile: Gun, 2
Combat/Unarmed: 2
Culture/World: 2
Tactics: 2
Vehicle/Space/Land: 1
Survival: 1

The Double Mind - who knows?
Attack Bonus & Saving Throws
Attack Bonus: 0
Physical Effect: 16
Mental Effect: 15
Evasion: 12
Tech: 11
Luck: 14
Goals
- whatever the Double Mind wants
- find safe way to remove the double mind, or
- return someday to Yuggoth to gain better understanding of it
- Stay ahead of the bounty hunter

Keywords: exploration, science, mystery.

Hook: Not Using Real Identity, And If You Knew You'd Be Really Surprised