Sarasvati

SarasvatiOrange.png?dl=0
Name: Sarasvati
Position: None
Sex: Female
Age: 1 (Created 2017)
Nationality: Russian(?)
Place of Residence: Dorian Lachapelle

Physical Details
Hair colour: Red
Eye colour: Green
Height: 5'10"
Build: Lithe and efficient

Personal Details

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Character Details

Character Details
Name Sarasvati Gender Female
Background Android Career O.D.
XP Total 35600 Rank Colonel
Kit Ace

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Expert
Ballistic Skill 60 6 Expert
Strength 60 10 Expert, Unnatural Strength (4)
Toughness 60 10 Expert, Unnatural Toughness (4)
Agility 70 8 Expert, Take Charge, Bionic Legs
Intelligence 85 10 Expert, Degree in Asskicking, Cog Implant
Perception 80 8 Expert, Wary
Willpower 55 5 Expert
Fellowship 40 4 Expert

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Vitals

Vitals
Wounds: 28 Fate Total: 5
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: -

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Traits

Assets

Assets
Asset Effect
Ambidextrous You gain the Ambidextrous talent.
Athlete You take a +10 bonus to tests to resist Fatigue.
Fast You treat your P-Scale AB as one higher for the purpose of movement.
High Endurance Whenever you take Fatigue, you may test Toughness to reduce the amount taken by 1, to a minimum of zero.
Paranoia You gain the Paranoia talent.

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OD Assets

OD Assets
OD Asset Effect
Analytical Engine Sarasvati counts as a MAGI System. This allows her to use the MAGI Analysis at any time, as well as use Cut Synch, Feedback Tampering, Precision Targeting, Remote Care and Surefire Ejection on Evas and Superheavies without a support team. Furthermore, she may use Precision Targeting, benefitting herself, at P-Scale as well. Finally, when using MAGI Analysis, she may specify a number of targets each turn equal to her IB/2.
Enhanced Precision Whenever Sarasvati uses Precision Targeting, she may grant one of the following bonuses in conjunction with the usual bonus: +IB/2 damage, +20 to hit, +IB/2 Degrees of Success. Alternatively, she may instead apply the base effect to IB/2 allies as a Full Action, or apply the base effect to a single ally as a Reaction.
Enhanced Care Whenever Sarasvati uses Remote Care, it now provides all listed benefits. Alternatively, she may instead apply one of the base effect to IB/2 allies as a Full Action, or apply one of the base effects to a single ally as a Reaction.

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OD Unique Tactic

Name: System Shock
Type: Offensive
Action: Special Skill Test: Tech Use (Varies)
Sustain Action: N/A Sustain Test: N/A
Requirements
One enemy (Horde or Independent Character) with the Machine trait or many mechanical systems, struck by a melee attack (unarmed in P-Scale) or aimed EMP Cartridge.
Effect
On striking a valid enemy as above, spend a Fate Point. You may then activate one of the special abilities as seen below. Each ability requires you to pass an opposed Tech Use test (the penalty depending on the ability used), opposed by the enemy's Intelligence or Tech Use skill (if the enemy has an OD, then the OD may oppose the test instead). This tactic works against Evangelions, Divine Evangelions, Mass Production Evangelions and Dysangelions unless otherwise specified.
Special Notes and Effects
Sensor Jam: -20 Tech Use test. On a success, the target is Blinded and Deafened for 1 turn, plus 1 turn per 2 DoS. The target (or the target's OD) may make a successful Tech Use test as a Full Action on their turn to negate the effect. Dysangelions are unaffected.
Data Hijack: -20 Tech Use test. On a success, you gain the unit's vision for the rest of the battle. Furthermore, once per battle, you may remove all Aim bonuses from the target's attack.
Disable System: -40 Tech Use test. On a success, you may disable one of the unit's ABFS, Mobile Striker System, Sensor Packages, Tertiary Weapons, Esoteric Defenses, Pilot Computers, AI Systems, Actuators or Wing Docks. Against Hordes, you may instead choose to disable one of their weapons or a Tactic. Against Evangelion-type units, you can disable Wing Docks, Plug bonuses (except for Armored Plug), Electrified Armour, Stealth Field Hard-Suits, Variable Type Generators and Rescue Charges. Against Vehicles, you may instead choose to disable its weapons, render it immobile, or deactivate one of its traits if appropriate. This effect lasts until the target (or the target's OD) passes a successful Tech Use-10 test as a Full Action on their turn to negate the effect.
Support Override: -50 Tech Use test, Independent Character only. On a success, the character may not benefit from -or- grant the Cut Synch, Feedback Tampering, Precision Targeting, Remote Care, or Surefire Ejection talents until the target (or the target's OD) spends a Full Action and passes a Tech Use -30 test. Furthermore, until the effect is removed, the target (or the target's subordinates, if they are an OD) count as valid targets for the purposes of using the Cut Synch or Feedback Tampering talents. Dysangelions are unaffected by Cut Synch or Feedback Tampering.
Direct Control: -60 Tech Use test, Independent Character only, only effective against units with an AI System (so not Evangelions, Divine Evangelions, Dysangelions or Mass Production Evangelions). On a success, the character's AI activates under your command until the target (or the target's OD) spends a Full Action and passes a Tech Use -20 test.
Dummy Crisis Signal: -80 Tech Use test, Evangelion, Divine Evangelion or Mass Production Evangelion only. On a success, the character's unit is tricked into ejecting the unit's Plug, rendering the unit inoperable until the Plug is reinstalled. Dysangelions are unaffected as they do not have Plugs.

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Drawbacks

Drawbacks
Drawback Effect
Duty of Care (Surov) You are strongly attached to one dependent.
Suicidal You have no survival instinct, and will not retreat from combat of their own will. If you are asked to, or would have a motivation to retreat from a fight that isn’t your own well-being, you may test Willpower to act normally.

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Traits

Traits
Trait Effect
Superior Construct You gain the Unnatural Strength (4), Toughness (4) and Machine (5) traits, and are not affected by cold. You do not need to eat, drink or sleep. You do not faint from fatigue, but gain stacking -5 penalties for every level of fatigue beyond your normal maximum. You are not killed by Critical Damage unless the effect hits the head or body, instead suffering 1d5 fatigue and are stunned for 1 round. Finally, you possess a number of starting augments.
Sum of all Knowledge You treat all Common Lore, Scholastic Lore and Speak Language skills as trained skills.
Android Physiology You do not benefit from the Medicae skill or through the use of biogel. You count as a machine for the purposes of EM attacks, and whenever you take an energy attack with 3 or more degrees of success to the body or head, you must test toughness or be stunned for a number of rounds equal to the Degrees of Failure.
Cybernetic Sensitivity You are extremely sensitive to abnormal levels of heat, and takes a -30 penalty to intelligence and perception tests when exposed to it. Whenever you take damage from a fire attack, you must test toughness or take a level of fatigue. If you are on fire, then this level of fatigue is in addition to the usual level of fatigue taken from being on fire. Whenever you take Insanity or Ego damage, you must test Willpower or be stunned for a number of rounds equal to the amount of Insanity/Ego taken. Finally, you do not suffer the normal results of fear. You do not suffer the usual effect (although any insanity still triggers) but are stunned for a number of turns equal to the degrees of failure on the Willpower test. This is in addition to any extra turns taken from suffering stun due to insanity.
Regeneration (2) You may test Toughness as a free once per round to heal 2 wounds (Gained from Bionic Heart+Nanohealth).
Unnatural Agility (1) You treat your Agility Bonus as being 1 higher (Gained from Bionic Legs).

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Coherencies

Coherency Effect Tested Characteristic Ego Threshold
Coherency Explanation List down your Coherency effects here. List successful attempts to resist here too. And the Tested Characteristic you used to resist it. And the Threshold at which you gained them.

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Instabilities

Instability Effect Ego Threshold
Instability Explanation List down your Instability effects here. And the Threshold at which you gained them.

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Disorders

Disorder Effect Insanity Threshold
Disorder Explanation List down your Disorder effects here. And the Threshold at which you gained them.

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Career

Starting Skills

Awareness
Command
Scholastic Lore (Magi, Tactics) SP*2
Scrutiny
Speak Language (English)
Literacy
Logic
Tech Use

Starting Talents

Follower*3
Melee General
Pistol General
Cut Synch

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Skills

Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore - Int - - - -
- - Int - - - -
Navigate - Int - - - -
- - Int - - - -
Operate Land Military Agi X - - -
- Superheavy Agi X X X -
Scholastic Lore Magi Int X X - -
- Tactics Int X X X -
Speak Language English Int X - - -
- - Int - - - -
Trade - Int - - - -

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

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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.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect
Specialist Tech Use 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.

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Melee Talents

Name Sub-Class Effect
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blademaster - Once per Round. Reroll attack made with bladed weapon.
Combat Master - Deny enemies the Ganging Up bonus against you.
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.
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 a single attack with a 2nd Melee Weapon.
Swift Attack - Full Action. Make a single Attack roll. For every 2 Degrees of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Takedown - Half Action. Declare before test. Make a standard attack test against a single enemy. On a confirmed hit that does damage, the damage is ignored, and your opponent must test Toughness or be stunned for 1 round.
Whirlwind of Death - On dealing a melee attack against a Horde that deals damage, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Full Action: Make a single melee attack against all adjacent enemies, up to an amount equal to your WSB.

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Ranged Talents

Name Sub-Class Effect
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus.
Barrage - +1 Degrees of Success with Ranged attacks.
Combat Master - Deny enemies the Ganging Up bonus against you.
Gun Drill Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
Mighty Shot - Add half of BSB to ranged weapon damage, rounding down.
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.
Precision Heavy Cleaving Standard or Called Shot Ranged Heavy Attack: +3 Penetration.
Rapid Reload - Weapon reload times are reduced by half.
Stable Shooter - Fire semi/full as a Half Action.

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Physical Talents

Name Sub-Class Effect
Bulging Biceps - May fire unbraced Heavy Weapons on Semi/Full Auto without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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OD Talents

Name Sub-Class Effect
Absolute Order - Half Action. Spend or Burn Fate to force subordinate to follow orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Advanced Analysis - You may test Intelligence or Tech Use before making MAGI test. Add +10 to the MAGI test result on success, and +5 per degree of success. You may use a Follower's Intelligence or Tech Use in your place.
Battlefield Command - Full Action. Select one Horde under your command. For this round only they count as having one more Squad than they actually do for all intents and purposes except providing magnitude to-hit bonuses.
Cut Synch - Cut pilot synch by 1-5d10, pilot takes +20 to feedback, but must test WP or only take half actions on their next turn..
Delegate - Free use of Fate-required OD action once per session.
Favoured Tactics Flyswatter Reduce all penalties for attacking targets of sizes lesser than Average by 10.
- Focused Charge All Subordinate units gain a +10 bonus to any attempts to Charge an enemy.
Feedback Tampering - Select IB amount of pilots per round. Should pilots take insanity or ego damage, immediately incur feedback and can only take half actions next turn, but reduce damage taken by OD's IB amount to minimum of 1. Alternatively, OD spends a fate point and pilot takes automatic feedback and is stunned for 1 round, but insanity/ego damage is halved.
Just as Planned - Reduce Foresight's requirement time to 1 minute. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Like a Boss Degree in Asskicking +5 to Intelligence, can use intelligence in place of other characteristics when rolling Opposed tests vs any human target.
- Take Charge Gain a +5 to Ag. Your initiative is always 1 higher than the highest initiative rolled by a fellow player. If this is somehow in competition with another person, highest Agility Score wins.
- Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
Logistics - Character may test Commerce or SL (Bureaucracy) after a Mission to earn +1 RP, +1 per 3 DoS. May use Follower Commerce. Only the Supreme Commander may use Logistics in a Combat Mission.
Plan A Absolute Order May use Absolute Order without spending Fate
Plan A Remote Care May use Surefire Ejection without spending Fate
Precision Targeting - Add IB to single Evangelion attack. Half action
Promote Assistant TBA You can use Cut Synch, Remote Care, Precision Targeting or Surefire Ejection without using fates or actions a number of times per day equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Remote Care - Half Action: spend fate to remove blood loss, stunning or 1 level of fatigue from pilot
Surefire Ejection - Spend fate to force Entry Plug to eject, with +40 on Entry Plug ejection roll
Synchronised Maneuver - The Operations Director may, on their turn, spend a Fate Point. For the next round, the Evangelions under the OD's command ignore their usual places on the initiative table. Instead, they may all act on the Operation Director's initiative instead, in whatever order they prefer. The Operations Director must spend this round performing a Full Action as he or she coordinates the units. Note that the OD may exclude Evas from the action at their discretion.
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test
Tactical Exemplar - When using the Tactical Genius talent, the OD may test Scholastic Lore (Tactics). On a success, the pilot may choose whether to take the roll or to discard it, in which case the OD regains the spent Fate Point. When using Tactical Genius to add degrees of success to a pilot's roll, the OD may test SL (Tactics) and add an extra degree of success per every 3 degrees of success on the SL test.
Tactical Legend - The Operations Director may use the Tactical Genius talent once per round for free.

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Mental Talents

Name Sub-Class Effect
Brilliance - Once per session, test Intelligence in place of any other characteristic
Fearless - +10 to resist fear, count insanity as +20 for purposes of fear immunity.
Foresight - Spend 10 minutes to add +10 to Intelligence test
Jaded - No insanity from gore
Nerves of Steel - Reroll WP tests to resist or recover from Pinning
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Total Recall - Perfect memory
True Grit - Halve Critical Damage, round down

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Double Agent - Burn Fate and designate NPC. NPC is revealed to be working for you the entire time. The GM may veto your choice, in which case your Fate is not burnt.
Follower TBA Gain a Follower.
Follower TBA Gain a Follower.
Follower TBA Gain a Follower.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 100 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Peer UEF +10 to interpersonal tests with a specific group

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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: 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. 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.
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 to a piece of technology within reach: Energy Weapons: If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB. Superheavy Units: Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB. 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*4. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
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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Piloting Talents

Talent Name Talent Sub-Title Effect
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Drive or Pilot test, whichever is appropriate. On a success you treat the hit location's AP as 1 higher, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
Brace for Impact - When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or otherwise, may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
Reduce Profile - When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.

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Formations

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Offensive Tactics

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Defensive Tactics

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Support Tactics

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Equipment

Combat Modules

Sarasvati may be equipped with special combat modules that grant her special abilities. She may only be equipped with up to two Modules at any given time.
Module Name Module Special Ability
Cybernetic Blast Module Cybernetic Blast: Sarasvati gains a ranged weapon with a range of 20dm that may be fired as a half action. It is a 1d10+IB energy attack that treats AP as half (round down) and possesses the Shock (1) quality. It is Blast 3. It always deals maximum damage to mechanical or cybernetic targets. On use, this ability incurs a level of fatigue.
Cybernetic Charge Module Cybernetic Charge: On a hit with a natural weapon, including as part of a grapple, Sarasvati may deal a 1d10+IB energy attack that bypasses AP and possesses the Shock (3) quality. It always deals maximum damage to mechanical or cybernetic targets. On use, this ability incurs a level of fatigue.
Infrasonic Module Infrasonic Broadcast: As a Full Action, Sarasvati may activate the Infrasonic Module. All humans and animals that encounter Sarasvati now treat it as having Fear (1). This effect lasts for two minutes, at the end of which Sarasvati suffers a level of fatigue.
M-Booster Module Gains the Hover (AB) and Flight (AB) traits. Can make a single jump that bypasses obstacles and travels Sarasvati's Run distance as a half action. On completion of one of these jumps, Sarasvati incurs a level of fatigue.

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Ranged Weapons

"1) Integrated Weaponry. melee weapons, pistols and basic weapons are built into Sarasvati's body, cannot be disarmed and emerge from the chassis to fire or attack, meaning they may be swapped around as a half action. Sarasvati may incorporate three weapons into her body- one for each arm and a third in the chest.
2) Heavy Guns. A Heavy Weapon replaces one of Sarasvati's arms, meaning it loses that arm's Natural Weapon. Manipulating objects also becomes mostly impossible.
3) Heavy Melee. A two-handed melee weapon replaces one of Sarasvati's arms, meaning it loses that arm's Natural Weapon. Manipulating objects also becomes mostly impossible."
Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Concussion Blaster Basic 100m S/2/- S/3/- 1d10+5I 1d10+8I 3 3 Concussive, Disabling
Concussion Blaster Basic 100m S/2/- S/3/- 1d10+5I 1d10+8I 3 3 Concussive, Disabling
Concussion Blaster Basic 100m S/2/- S/3/- 1d10+5I 1d10+8I 3 3 Concussive, Disabling

Armour

Name Head AP Arm AP Leg AP Body AP Special
Barzilite Layer Coating 4 5 5 5 -
Custom-Frame Power Armour 7 8 8 9 Ablative, Empowering (2), Powered, Sealed, Sentinel

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. W/S2 Organ You gain unlimited charges.
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, which doesn't count towards your one-attack limit per turn. 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 Teleforce Pistol, 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 Replaces one arm. If you have lost an arm or suffered a permanent arm injury in the past, a bionic arm will restore functionality. (Sarasvati does not gain this effect because it is included as part of her starting qualities.)
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 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. -
Synthetic Body Any injuries or drawbacks related to your body are removed. You gain the Machine (5) trait, a +20 to resist emotional effects, and automatically count as possessing the Bionic Arms, Legs, Heart, Respiratory System and Senses upgrades with a Reinforced Spine. You also gain the Integrated Weapons trait. However, you no longer benefit from the Medicae skill; Tech Use tests are required to heal you. You may no longer take Bioaugments, but all further Cyberware upgrades take a +20 bonus to the test, and you no longer suffer penalties from a failed test unless it's Cerebral Cyberware.
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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Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 40 4 -
Ballistic Skill 40 4 -
Strength 40 4 -
Toughness 40 4 -
Agility 45 4 -
Intelligence 60 6 -
Perception 55 5 -
Willpower 35 3 -
Fellowship 20 2 -

Vitals

Vitals
Wounds: 18 Fate Total: 5
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: -

Experience Table

Income Expenditure Reason Remaining Total Expenditure

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