Barzilai Surov

Surov-1.png
Name: Barzilai Petrovitch Surov
Position: Head of NERV Science and Technical Division
Sex: Male
Age: 52 (Born 1965)
Nationality: Russian
Place of Residence: Paris-2 Geofront

Physical Details
Hair colour: Dark Brown
Eye colour: Green
Height: 5'11"
Build: Thin
Theme Song: The Dollhouse

Personal Details
"Project Iron 3 outline: to build upon the achievements of Project Iron 2 and 1, improving the strength and abilities of the product, eliminating weaknesses and enhancing the equipment. The processes are fourfold: one, to increase the effect of genetic enhancements through the use of cultivated organs, hormonal manipulation and the insertion of genetic material taken from the Codename Ramliel corpse; two, to increase the effect of cybernetic implants through the perfection of the Strength, Toughness, Agility Graft (S-T-A-G) technology; three, upgrade power armour to provide enhanced strength, direct synchronization capabilities and greater damage absorption ability; four, upgrade weaponry to allow larger caliber shots and extra weight, as well as expanding the catalog."

"Project lead report, week one, day one. Ten subjects have been chosen (#20331 through #20340) from the recruitment pool. Subjects were chosen due to natural physical ability. Phase one begins tomorrow, with insertion of genetic enhancement."

"Project lead report, week two, day one. Of the ten subjects chosen, three (#20331, #20337, #20339) failed the first phase and were disposed. Cause of failure primarily due to emotional failings."

"Project lead report, week two, day four. Subject #20332 attempted to escape and was disposed. Subjects #20334 and #20336 show unimpressive results in their bodily adaption."

"Project lead report, week two, day seven. Subject #20340 suffered emotional breakdown, leading directly to removed from archive.. The result has been collected for later testing."

"Project lead report, week three, day two. Subjects #20334 and #20336 did not meet criteria for week three progress and were disposed."

"Project lead report, week three, day three. Final stages of implantation and manipulation underway. Subjects will be placed into artificial comas in order to adapt."

"Project lead report, week five, day one. Subject #20333 removed from archive. during coma. The result has been collected for later testing."

"Project lead report, week six, day four. Subjects have recovered from three week healing coma, showed signs of mental disorientation. Upon awaking, subject #20335 broke free of bonds, forcing the team to initiate lock-down procedures. Technician Masani was unable to escape in time; subject pursued and removed from archive.. Tranquilizers were deployed and the subject was placed into a safe-room."

"Project lead report, week eight, day two. Subjects have both fully recovered from genetic implants. Proceeding to phase two. Implantation of S-T-A-G cybernetics begin tomorrow."

"Project lead report, week nine, day one. Both subjects implanted with subdermal electroneural net with suit receptors. No issues."

"Project lead report, week nine, day two. Both subjects implanted with biometallic bone sheathing as well as cyber-ligament and small muscle replacement/augmentation in arms. No issues."

"Project lead report, week nine, day three. Both subjects implanted with organ shielding plating and internal tubing. No issues."

"Project lead report, week nine, day four. Both subjects implanted with biometallic bone sheathing and cyber-ligament and small muscle replacement/augmentation in legs. No issues."

"Project lead report, week nine, day five. Both subjects implanted with spinal cyber-synchronizers and nerve-networking replacements. Subject #20338 did not accept implants and was rendered completely paralyzed. Subject was disposed."

"Project lead report, week nine, day six. Subject #20335 implanted with final encephalo-augmentation suites and sensory packages. No issues."

"Project lead report, week nine, day seven. Subject #20335 shows no signs of failure. Project considered successful."

"Project Iron 3 summary: upgrades shown to be greatly effective, subject #20335 have a 102-120% increase in strength and durability as well as physical alacrity. Mental stability also preserved and even improved upon previous generations. Attrition rate of 90% considered well within acceptable parameters. Suggest moving on directly to Project Apostle 2 immediately."

NERV scientists tend to be tarred with the same brush when it comes to some matters. Many are fond of painting them all universally as madmen and madwomen who ignore ethics and morality and do whatever they please, to an almost comic level of evil. Needless to say, many NERV scientists are ordinary men and women working for a wage or sometimes out of fear; the truly 'mad' are rare indeed.

Even those NERV scientists cannot be truly portrayed as pure evil. They all work for their own goals which they see as (at least) being for the greater good; they acknowledge the wrongness of it and are willing to sacrifice themselves in the same way. They regret the necessity, but that is all. In any case, they quietly assuage their moral qualms with the acknowledgement that this has a purpose.

Then there's Barzilai Petrovitch Surov.

Surov was infamous even before Second Impact. Born in the USSR to an Israeli-Russian doll-maker father and a neurosurgeon mother, Surov was, from a young age, steeped in the art of taking things apart, making them better, and putting them back together again. His school marks were incomparable, and he blazed through education, a lone gleaming star without friends or, indeed, the compulsion to make any. At the age of fifteen he was already in university and well on his way to studying genetics and robotics.

Throughout the years, Surov seemed to spread out across multiple disciplines to the point of achieving the status of polymath; genetics, biology, computer science…

It was no surprise he was recruited by Gehirn to help on Project E. In fact, it is Surov who is to credit for designing the cybernetic-biological implants and restraints that are ubiquitous in every Evangelion unit. He also helped design the genetic enhancement packages for the NeoSpartans and the Companions.

When Azariah Caine split off from Gehirn, Surov went with him. In the employ of Eigenhart, he developed the first human augmentative implants, cybernetic replacement limbs and a variety of other technologies, sometimes developed through cold-blooded experimentation on living subjects. Ultimately he is the prime creator of the Iron Guard.

Surov is a name who strikes literal fear into every scientist who knows his name. Unlike them, with their own (twisted) brand of ethics, Surov is capable of astounding sociopathy when it comes to science, doing away with ethics and morality on a whim and taking to a task with pure logic.

'+ Character Details
Character Details
Name Barzilai Surov Gender Male

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 50 5 -
Ballistic Skill 50 5 -
Strength 40 6 Unnatural Strength (2)
Toughness 50 6 Unnatural Toughness (1)
Agility 40 6 Unnatural Agility (2)
Intelligence 70 9 Unnatural Intelligence (2)
Perception 60 6 -
Willpower 50 5 -
Fellowship 20 2 -

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Vitals

Vitals
Wounds: 26 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100

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Traits

Traits
Trait Effect
Unnatural Agility (2) Increase your AB by X and add X/2 DoS to Agility tests. (Gained from: Bionic Legs+Spine, Twitch Fiber Graft)
Unnatural Strength (2) Increase your SB by X and add X/2 DoS to Strength tests. (Gained from: Bionic Arms+Spine, Synthetic Muscle Graft)
Unnatural Toughness (1) Increase your TB by X and add X/2 DoS to Toughness tests. (Gained from: Damascutaneum)
Statossification You ignore the first amount of Critical Damage you take per battle, resetting yourself to zero wounds instead.
- -

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
-

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Skills

Basic Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X - - -
Athletics Str X X X -
Awareness Per X X X -
Carouse Tou X X X -
Charm Fel - - - -
Chem Use Int X X X -
Command Fel X - - -
Commerce Int X X - -
Deceive Fel - - - -
Demolitions Int X X X Talented
Disguise Fel - - - -
Dodge Agi X X - -
Inquiry Fel - - - -
Intimidate Str X X X -
Literacy Int X X X -
Logic Int X X X Talented
Medicae Int X X X Talented
Parry WS X X - -
Scrutiny Per X X X -
Security Int X X X Talented
Sleight of Hand Agi X X X -
Stealth Agi - - - -
Survival Per - - - -
Tech Use Int X X X Master Engineer, Specialist, Talented

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore Science Int X X X Talented
- - Int - - - -
Navigate - Int - - - -
- - Int - - - -
Operate Ground Military Agi X - - -
- Flight Military Agi X - - -
- Personal Agi X - - -
- Superheavy Agi X - - -
Scholastic Lore AT Fields Int X X - -
- Angels Int X X - -
- Biology Int X X X Talented
- Chemistry Int X X X Talented
- Cybernetics Int X X X Talented
- Engineering Int X X X Talented
- Evangelions Int X X X -
- Metaphysical Biology Int X X - -
- Mathematics Int X X X Talented
- Medicine Int X X - -
- Physics Int X X X Talented
Speak Language Arabic Int X - - -
- English Int X - - -
- Hebrew Int X - - -
- Yiddish Int X - - -
- Russian Int X - - -
Trade Armourer Int X X X Talented

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Talents

Weapon Proficiencies

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Pistol Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

Basic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Agility Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Jack of all Trades - You may take untrained Common Skill tests at a -10 penalty instead of Characteristic halved penalty.
Skill Exemplar Chosen Skill Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.
Specialist Chosen Skill Select one skill in which you have either the Talented talent for, or a +20 training in. You now gain a free reroll for that skill once per round.
Support Training Command, Drive, Demolitions, Medicae, Pilot, Tech-Use You may gain the 'Talented' Talent in one of the following skills: Command, Drive, Demolitions, Medicae, Pilot or Tech-Use. You must possess proficiency in the appropriate skill to take the Talented training for it. For Drive and Pilot, the Talented talent applies to -every- Drive or Pilot skill you take.
Talented Chosen Skill Gain a +10 to tests made using this skill.

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Melee Talents

Name Sub-Class Effect
Berserk Charge - Charge. +10 bonus to charge, total +20.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
Crushing Blow - Extra melee damage equal to WSB/2.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Hammer Blow - All Out Attack. Add half of SB to attack's Penetration. Attack has the Concussive quality.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents.
Killing Strike - All Out Attack. Expend a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
Lightning Attack - Full Action. Make a single attack roll. For every Degree of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal.
Makeshift Murder - Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Swift Attack - This talent permits use of the Swift Attack Action.
Takedown - This talent permits use of the Takedown Action.
Thunder Charge - Charge. Expend reaction when Charging to make an Unarmed attack against every opponent you can reach at your end location. Attacks also act as Knockdown. Make normal attack after this. Deal 1d5+1 extra attacks on Hordes. May not be used in conjunction with another reaction-expending attack talent.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
Vice Grip - You take a +10 bonus to Grapple tests, and deal +2 damage when using Grapple attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.

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Ranged Talents

Name Sub-Class Effect
Barrage - +1 Degree of Success with Ranged attacks.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 10m apart.
Marksman - You reduce the penalty for shooting at long or extreme range by 10.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing the wielder passes a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.
Rapid Reload - Weapon reload times are reduced by a half action.

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Physical Talents

Name Sub-Class Effect
Bulging Biceps - May fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity.
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage.
Die Hard - You may reroll toughness tests to resist Blood Loss's effects.
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
I Cannot be Defeated Increase your Fatigue Threshold by 2.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you count Cover and Shield AP as being +1 against ranged attacks.
Leap Up - You may stand up from the Prone position as a Free Action.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
True Grit - Halve Critical Damage taken, rounding down, to a minimum of 1.

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Mental Talents

Name Sub-Class Effect
Battle Rage - May Parry when Frenzied.
Blind Fighting - Take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Brilliance - Once per day, test Intelligence In place of another Characteristic.
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Frenzy - Full Action. At the start of your next round you Frenzy. You remain Frenzied for the duration of the combat.
Insanely Faithful - Roll on the Shock Table twice and take the preferred result.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Resistance Cold +10 to tests to resist the chosen object.
- Fear +10 to tests to resist the chosen object.
- Heat +10 to tests to resist the chosen object.
- Poison +10 to tests to resist the chosen object.
- Mental +10 to tests to resist the chosen object.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts.
Unshakeable Faith - Reroll failed Fear tests.

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Interpersonal Talents

Name Sub-Class Effect
Chem Geld - Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. This applied to Social Conflicts. You take 1 Insanity on gaining this talent.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts.

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Technician Talents

Talent Name Talent Sub-Title Effect
Applied Engineering - As a Half Action you may modify any weapon within reach to do one of the following effects, shown below. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter.
- Calibrations Reroll the weapon's next to-hit roll and take the preferred result.
- Higher Output If the weapon's next to-hit roll is a success, the attack may reroll all of its damage and take the best result.
- Hits Home If the weapon's next to-hit roll is a success, add your IB/2 to it in Degrees of Success.
Careful, that's Dangerous - When a weapon wielded by an ally within IB m/dm (Adjacent KM) overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead.
Jury-Rig - When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed.
Master Engineer - You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following actions below to a piece of technology within reach. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
- Energy Weapons If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB/2.
- Superheavy Units Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB/2. Lasts until the end of the character's next turn.
- Vehicles One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB.
Percussive Maintenance - You may unjam any weapon within reach automatically as a half action.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter.

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Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Best Positron Labrys Melee - 1d10+3E 1d10+13E 7 7 Positron; Devastating (2), Power Field (25); Slow, Overheats, Unbalanced. Power Surgepack
Two-Handed

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty

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Armour

Name Body Arm Leg Head Special
Fortress Armour 9 9, Weak Spot (2) 9, Weak Spot (2) 9, Weak Spot (2) Ablative (3), Auto-Doc (1), Dreadnought, Empowering (2), Fortified, Invulnerable (10), Recoilless, Sealed, Sentinel; Powered

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Implants

Cyberware

Augmented Cyberware

Name Effect Special Effect
Booster Module You may, as a free action, gain the Hoverer (AB) and Flight (AB) traits for ten minutes. Furthermore, you may make a jump that counts as a Run for movement and talents, ignoring Difficult Terrain, as a half action. However, whenever you use either of these actions, you must expend a charge of your Internal Energy Reservoir. -
Cyber-Mantle This foundational augment bolts into ports on your body. It provides no benefit, but is required to help anchor and connect other Augmented Cyberware. A Cyber-Mantle may be removed or installed in 15 minutes. -
Cybernetic Charge Module You may, with ten minutes of concentration, use a charge from your Internal Energy Reservoir to charge an energy-reliant object. This is a Tech-Use test between +10 to -50, depending on the energy needs of the item. You may expend extra charges to increase your test modifier by +10. Furthermore, whenever you strike an enemy with a natural weapon, including as part of a grapple, you may deal a 1d10+IB energy attack with the Shock (3) quality that bypasses AP. It always deals maximum damage to cybernetic or mechanical targets. This attack uses a single charge from your Internal Energy Reservoir. -
Infrasonic Module As a Full Action, you may activate the Infrasonic Module. All living creatures now treat you as having Fear (1). The effect lasts two minutes, and requires a charge from your Internal Energy Reservoir. -
Internal Energy Reservoir This cyberware contains electrical energy that is required to power advanced implants. It has a number of charges equal to your TB. If you run out of charges, you may voluntary take a level of fatigue to return a charge to the reservoir. The reservoir otherwise recharges after 24 hours of non-use. -
Mechadenrite: Combat This Mechadendrite is outfitted with a frame that can equip a Pistol weapon or a Compact melee weapon. You do not need to possess weapons training in this weapon. You may fire the Mechadendrite's weapon as a half action or reaction. You may possess a number of Mechadendrites equal to your TB at any given time. If you possess the Multiple Weapon Wielder (Melee) or (Ranged) talents, you may attack with all of your Combat Mechadendrites as appropriate as part of the same Reaction. W/Internal Energy Reservoir: You may expend one charge of your Internal Energy Reservoir to reload an energy weapon Mechadendrite as a reaction.
Mechadenrite: Manipulator This Mechadendrite is outfitted with heavy claw that can lift heavy equipment. Manipulator Mechadendrites grant you a +20 to strength tests when used. As a Free Action, they may tether you to gantries or other heavy objects. If necessary, they may, as a half or Reaction, be used as a melee weapon, dealing 1d10+2 Impact damage. You may possess a number of Mechadendrites equal to your TB at any given time. Manipulators are not subtle, and attempting to use them for precise work such as typing, handling data pads etc. will only end in them being dropped or damaged.
Mechadenrite: Medical This Mechadendrite is outfitted with a suite of medical equipment. When used, it grants a +10 to Medicae (and interrogation) tests, which stacks with other medicae bonuses. It comes with six injectors, which may be fitted out with a single dose of a drug or liquid each, including biogel. It may staunch blood loss as a half action, and reduces the penalty to Amputation tests to +0. If required, it may be used as a melee weapon, where it counts as possessing the Balanced quality and deals 1d5 rending damage. You may possess a number of Mechadendrites equal to your TB at any given time. -
Mechadenrite: Optical This Mechadendrite is long and flexible, extending out to 3m, and grants a +10 to vision-based perception tests. It may examine objects at microscopic levels, and may be used as a telescopic sight. It contains advanced sensors with a range of 40m- in this range, you ignore penalties due to poor vision or darkness. You may possess a number of Mechadendrites equal to your TB at any given time. -
Mechadenrite: Utility This Mechadendrite contains a variety of useful systems and tools, and counts as a combi-tool. It may be equipped with one of three tools: a precision manipulator (letting it hold a single object, no larger than 10kg), a one-use grenade launcher, or a fusion cutter. You may possess a number of Mechadendrites equal to your TB at any given time. -
Optic Weapon This is a specially fitted weapon that is built into a bionic eye and runs off an internal energy reservoir. This weapon counts as a Hellpistol, only it may be fired without the use of hands and uses up a single charge of your Internal Energy Reservoir per shot. Optic Weapons are unnerving, and grant you a +10 bonus to intimidate tests. If you roll a Jam on this weapon, you lose eyesight in the eye for a number of rounds equal to the degrees of failure on the test.
Servo-Arm This huge crane-like arm extends 1.5 metres from your back, and is perfectly capable of lifting the bottom of a tank to allow easier access to repairs. The Servo-Arm counts has having a Strength and Toughness of 75, plus Unnatural Strength (7), for a total lifting capacity of 21. It may be used to lift heavy objects or tether the user to an appropriately sturdy object as a free action. In combat, you may make an attack with the Servo-Arm as a Reaction or Half Action, although you may only make one such attack. It counts as a 2d10+14 P10 Unwieldy weapon. The Servo-Arm counts as being two Mechadendrites for the purposes of your Mechadendrite TB allowance. -

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Bionic Cyberware

Name Effect Special Effect
Bionic Arm*2 Replaces one arm. If you have lost an arm or suffered a permanent arm injury in the past, a bionic arm will restore functionality. W/Reinforced Spine: Grants Unnatural Strength (1) when using this arm. Does not stack with multiple bionic arms.
Bionic Heart You gain a permanent +1 AP to the body which stacks with all other AP. If you possess any heart conditions, a bionic heart will fix them. Bionic Hearts grant bonuses when combined with the following implants: Bionic Respiratory System, Nanohealth System.
Bionic Leg*2 Replaces one leg. If you have lost a leg or suffered a permanent leg injury in the past, a bionic leg will restore functionality. W/Reinforced Spine: If you have two Bionic Legs, gain Unnatural Agility (1).
Bionic Respiratory System If you have suffered a permanent injury related to the pulmonary or respiratory systems, this implant will restore functionality. W/Bionic Heart: Increases your Fatigue Threshold by one. As a half action, may switch to internal life support, allowing you to live without breathing for up to 30 minutes.
Bionic Senses Replaces either eyes or ears, gaining Heightened Senses (Hearing or Sight) as appropriate. If you have lost an eye/ear or suffered a permanent eye/ear injury in the past, bionic senses will restore functionality. -
Cybernetic Senses You always count as possessing a SENTINEL Headset and AT Scanner, which you may use as a free action once per turn without requiring a test. -
Nanohealth System You gain the Regeneration (1) trait. W/Bionic Heart: Increases your Fatigue Threshold by one. You regain the Regeneration (2) trait instead.
Reinforced Spine You gain a +20 bonus to the 'Heft' use of the Athletics Skill. -
Respiratory Filters You gain a +20 bonus to tests to resist poisonous gases, atmospheric toxins or gas weapons. -
Vocal Implant Your voice can be amplified to be heard by entire crowds. Furthermore, when using the Command skill, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. W/Air of Authority: You may issue commands to a number of people equal to 1,000 times your Fellowship Bonus instead.

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Cerebral Cyberware

Name Effect Special Effect
Cerebral Implants These cerebral implants are required to use Cerebral Cyberware. Furthermore, they may be applied to paralysed or brain-damaged characters to restore them to functionality. However, unless the Medicae Test gains 3 or more Degrees of Success, the character permanently loses 1d10 WS, BS, Agility, Intelligence and Fellowship. -
Cogitation Implant You gain Unnatural Intelligence (2) and gain +20 to Lore and Logic tests. Furthermore, as a Full Action you may discern your global position, altitude, facing, time of day and other such useful data. -
Data Port You may connect to computerised machines via a data port, which connects to the machine through a data cable. Tests to use the machine take half as long to execute, and you may be granted a +10 bonus to Lore, Inquiry and Tech Use tests depending on the type of machine you're accessed to. -
Mind-Machine System This allows you to connect to advanced computerised machines in greater, more intimate ways, through spinal and wrist ports. When interacting with linked systems, you gain a +10 bonus to Tech-Use, Operate, Logic, Inquiry and Ballistic Skill tests related to that system. You may also substitute Intelligence for Agility when piloting a Superheavy unit. -
Mind-Ballistic System This involved system includes a large arm-based weapon harness. You may connect the MBS to a single weapon, placed within the harness. You may fire the weapon as a Free Action once per turn. Note that you may still only take one attack action per turn. -
Precision Targeting Matrix Full Aim actions now only take a half action; half aim actions now only take a Reaction action. W/Bionic Senses (Eye): You may treat any ranged weapon you wield as having every type of scope.

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Bioaugments

Name Effect Special Effect
Bioaugment Core This tiny red core, no larger than a walnut, is placed within the chest cavity. It possesses few of the qualities typically assigned to 'angelic' cores- destroying the core will not kill the wearer, for example. Instead, the Bioaugment Core contains all the information needed to force the body to accept, adapt to and integrate other bioaugments. It has no effect beyond enabling bioaugments. -
Cleansing System This small black bean-like organ releases special advanced antibodies and fluids into the body, greatly improving its resistance to toxins. You gain a +20 bonus to tests to resist poisons and toxins, including the 'Toxic' attack quality. -
Damascutaneum This implant permanently alters the composition of the body's flesh, giving it properties similar to damaskite, making it more resilient to damage. You gain the Unnatural Toughness (1) trait. -
Hyperadrenal System This implant augments and to an extent replaces the natural human adrenal system. If you take Critical Damage during a battle to your person, you gain Unnatural Strength and Toughness (1) until the end of the battle. -
Osteoplate This implant alters the composition of human bone to an extent impossible without Bioaugment Cores. The bone becomes much harder, taking on qualities often found in Surovite and other metals. Bony growths extend from the ribcage, turning it into a solid, thin plate of reinforced bone. You reduce all Critical Damage taken by 1, to a minimum of 1. -
Pulmonary Sheath This small covering acts as a filter for the lungs. So long as you possess it, you take a +20 to tests to resist toxic or maladaptive toxins, and you may breathe underwater. -
Redundant Heart The secondary heart is designed to operate in conjunction (and not as a replacement, although it definitely can) with a natural or bionic heart. You gain +2 wounds, and increase your fatigue threshold by one. -
Somniobsolesis Node This pea-sized implant sits nestled within the brain, and regulates your body's sleeping patterns, adapting and amplifying the effects of sleep. From now on, you only require four hours of sleep a night, and may ignore fatigue tests due to extended wakefulness for up to one week. The node also keeps enough of your mind awake at all times that you are, in some way, always alert. You gain the Light Sleeper talent. -
Statodermic Organ This organ sends special cells throughout the bloodstream, where they seek out open wounds. There, they form a thin, crusty layer over the injury. You automatically recover from blood loss after a single turn. You also gain a +20 bonus to tests made to resist the Crippling weapon quality. -
Synthetic Muscle Graft This ropey, elastic mush, made from organic and advanced synthetic components, is designed to complement natural musculature, greatly improving strength. You gain Unnatural Strength (1). -
Twitch Fiber Graft A combination of strong yet flexible ligaments and nervous system alterations, this process improves your reaction times and speed. You gain Unnatural Agility (1). -

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