Helix Scientist
A genetic researcher from Helix BioTech, the Nine's augmentation and gene-splicing division.
A Helix Scientist is a genetic researcher working for Helix BioTech, the megacorp division responsible for gene-splicing, augmentation research, and the breeding programmes that produce the Core's engineered human lineages. They are brilliant, amoral, and utterly convinced that science is above ethics. Their subjects are volunteers, debtors, prisoners, and people who stopped being people the moment they walked into the lab.
A Scientist is an elite encounter that combines moderate combat ability with dangerous biological and chemical capabilities. They fight with engineered tools: toxins, gene-modded creatures, and augmentation overrides. The lever is their research -- destroy the data and the Scientist has nothing.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 12 |
| Abilities / Con | 12 |
| Abilities / Dex | 12 |
| Abilities / Int | 20 |
| Abilities / Str | 8 |
| Abilities / Wis | 14 |
| Armor Class | 14 |
| Base Attack Bonus | 3 |
| Creature Type | Humanoid |
| Flat Ac | 13 |
| Hd Count | 5 |
| Hd Sides | 6 |
| Hit Dice | 5d6+10 |
| Hit Points | 28 |
| Hp Bonus | 10 |
| Initiative | 2 |
| Languages | Core Standard; Trade Cant; Helix research cipher; one alien trade language (for xenobiology data) |
| Psionics | None |
| Role Tags | Support, Debuffer, Summoner |
| Saves / Fort | 5 |
| Saves / Ref | 4 |
| Saves / Will | 6 |
| Size | M |
| Skills / Deception | 8 |
| Skills / Engineering | 11 |
| Skills / Hacking | 12 |
| Skills / Intimidation | 7 |
| Skills / Knowledge Biology | 16 |
| Skills / Medicine | 15 |
| Skills / Notice | 10 |
| Skills / Persuasion | 7 |
| Skills / Repair | 10 |
| Speed | 30 |
| Threat Rating | 4 |
| Touch Ac | 12 |
| Xp | 600 |
| Dialogue Path | game/dialogue/npc-helix-scientist.yaml |
Notes
Full Attack: Toxin Injector ranged +5 (1d6 piercing; range 20 ft; DC 14 Fort or Paralysed 1d4 rounds) or Gene-Disruptor Pistol ranged +5 (2d6 energy; range 40 ft; +1d6 vs augmented; overload 4d6 10-ft burst 1/encounter) or Scalpel melee +3 (1d4 slashing; +2 vs restrained/unconscious)
Habitat: Helix BioTech laboratories, Core research stations, augmentation clinics, and field research sites in the Rim. Found in a lab, conducting field research on test subjects, or travelling with a security escort. Roll 1d6: 1-2 = Scientist in a lab (prepared, specimens available), 3-4 = Scientist in the field (reduced resources, field kit only), 5-6 = Scientist with a test subject (focused, distracted).
Morale: Steady (10); the Scientist retreats when the specimens are destroyed and the lab is lost; will negotiate to preserve research data
Resistances: Lab coat with integrated toxin filters (included in AC; immune to inhaled toxins), Bio-scanner (included in senses; cannot be surprised by biological threats)
Senses: Normal human vision; bio-scanner implant grants +6 to Notice for biological threats, toxins, and genetic markers; passive Perception 16
Tactics: The Scientist opens with Augmentation Override on the most augmented target, releases a Gene-Modded Specimen to tank, and uses Toxin Synthesis to debuff the party. They fight from behind their specimens and gadgets, using Research Leverage to buy time. If the specimens fall, the Scientist uses toxins and the Gene- Disruptor to hold ground while preparing an escape.
Treasure: Gene-disruptor pistol (1,000 rek), toxin injector (300 rek), toxin synthesis kit (500 rek), containment unit with gene-modded specimen (2,000 rek to the right buyer), research datapad (augmentation blueprints, genetic data; 5,000-25,000 rek to Helix, a rival corp, or a Rim clinic), lab coat with toxin filters (400 rek), bio-scanner implant (1,200 rek), 3d10 rek in Helix petty cash.
Vulnerabilities: Non-combatant (the Scientist has minimal combat training; in a straight fight they rely on gadgets and specimens), Research dependency (destroy the lab or the datapad and the Scientist's capabilities are halved), Ethical blind spot (the Scientist genuinely does not understand why people resist; Persuasion targeting their curiosity works at +4)
Attacks
Toxin Injector
| Field | Value |
|---|---|
bonus | 5 |
category | ranged |
damage | 1d6 |
damageType | piercing |
name | Toxin Injector |
notes | Delivers a paralytic toxin; DC 14 Fort save or Paralysed for 1d4 rounds; onset 1 round |
rangeFt | 20 |
Gene-Disruptor Pistol
| Field | Value |
|---|---|
bonus | 5 |
category | ranged |
damage | 2d6 |
damageType | energy |
name | Gene-Disruptor Pistol |
rangeFt | 40 |
notes: Targets augmented creatures; deals +1d6 damage to creatures with cybernetic or gene-mod implants; 1/encounter overload: 4d6 in a 10-ft burst
Scalpel
| Field | Value |
|---|---|
bonus | 3 |
category | melee |
damage | 1d4 |
damageType | slashing |
name | Scalpel |
notes | The Scientist knows anatomy; +2 to hit against restrained or unconscious targets |
Special Abilities
Augmentation Override
| Field | Value |
|---|---|
actionCost | Standard (1/encounter) |
name | Augmentation Override |
description: The Scientist activates a kill-switch or pain-loop in one creature's cybernetic implants within 40 ft. The target must make a DC 15 Fort save or be Stunned for 1d4 rounds as their implants malfunction. Creatures without cybernetics are immune. Player-visible: the Scientist taps a datapad, and the augmented person in your group seizes up.
Gene-Modded Specimen
| Field | Value |
|---|---|
actionCost | Full-round (1/encounter) |
name | Gene-Modded Specimen |
description: The Scientist releases a gene-modded creature from a containment unit. The specimen is a Medium creature with 3 HD, AC 14, one attack at +5 for 1d8+2 (claws or bite), and obeys the Scientist's commands. It fights until destroyed or recalled. Player-visible: the Scientist opens a case, and something fast and wrong jumps out.
Toxin Synthesis
| Field | Value |
|---|---|
actionCost | Full-round |
name | Toxin Synthesis |
description: The Scientist synthesises a targeted toxin using lab materials or a field kit. Choose one: neurotoxin (DC 14 Fort, Stunned 1d4 rounds), haemotoxin (DC 14 Fort, 2d6 damage over 4 rounds), or paralytic (DC 14 Fort, Paralysed 2d4 rounds). The toxin is applied to one weapon or delivery system. Player-visible: the Scientist works fast, mixing compounds with practiced efficiency.
Research Leverage
| Field | Value |
|---|---|
actionCost | Standard |
name | Research Leverage |
description: The Scientist offers to share or withhold research data. One creature within 30 ft must make a DC 14 Will save or hesitate for 1 round (the offer is genuinely tempting: augmentation blueprints, cure data, genetic secrets). Player-visible: the Scientist says 'I have something you want. Shall we negotiate?'