EVA01X

Cyborg Background

Mar 13th, 2011
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  1. Cyborg (needs better name):
  2. The Cyborg fills two roles: a type of pilot that can be turned from a normal soldier into an Eva pilot through artificial synchronization implants, and one that can use a cybernetic link to use non-Evangelion mecha with a better piloting system than manual controls. One or both of these specializations may be selected as Positive Traits. Choose both will make you incredibly proficient with Limited Production Evangelions.
  3. Skills: Tech Use
  4. Positive Traits:
  5. A^10 Amplifier: +15 SR, and you are capable of Synchronizing with and Evangelion. Without this trait, you may never Synchronize with an Eva, no matter your SR.
  6. Cyberjack: You possess the necessary upgrades to jack into a mech, controlling it with your mind rather than the manual controls. By spending a Fate Point, you may choose to add your SR as a bonus to any WS, BS or AG roll, replacing all other bonuses or penalties you might normally receive. This ability does not function outside of a mech or a Limited Production Evangelion.
  7. Lifesupport: You contain internal medical systems. As the Iron Jaw talent from Dark Heresy.
  8. Combat Drive: As the Logis Implant from Dark Heresy.
  9.  
  10. Negative Traits:
  11. Failsafe: Maybe whoever built your implants wants to keep the technology safe, or there were concerns regarding your loyalty. Either way, a small explosive charge is lodged in your chest keyed to a remote command known to your superiors. Burning a Fate Point to avoid this causes those in charge to delay killing you for at least 24 hours, but make no mistake: when this bomb detonates your character will die.
  12.  
  13. Implant Rejection: While functional, your body has not responded well to the foreign objects lodged inside of it. -10 Toughness.
  14. Feedback loop: There are mechanical parts in your brain, and sometimes they short out. Whenever you fail an Intelligence test of any kind, there is a 50% chance that you spend your next turn performing the same actions as your previous turn, regardless of how the situation may have changed. If for whatever reason that action is now physically impossible, you are treated as stunned for that round.
  15.  
  16. Maintenance: Your cybernetic parts require routine tune-ups. Every month, you must return to a camp or facility where you may be treated. If you fail to do so, you take a level of fatigue that lasts until you have been treated by a professional. Every month until treatment you will gain another level of fatigue, and if you have already been rendered unconscious by this effect another month will result in your death. Any effect that removes fatigue does not apply to fatigue resulting from this trait.
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