Dr. Zorders  
BIOSIGNS
Val Char Base Points Total Roll Notes
10 STR 10 0 10/25 11- / 14- HTH Damage 2d6/5d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
15 CON 10 10 15 12-
10 BODY 10 0 10 11-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
3 PD 2 1 3 3 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
5 REC 5 0 5
30 END 30 0 30
25 STUN 23 2 25
6" Running 6 0 6"
0" Swimming 2 -2 0"
1"/0 1/2" Leaping 2 -1 1"/4" 55 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 6" [12" NC]
Swim (2) 0" [ NC]
H. Leap (2") 1"/4"
V. Leap (1") 0 1/2"/2"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 160
Total Points: 285
VIS
Hair Color:  Brown
Eye Color:  Blue
Height:  6' 3"
Weight:  325 lbs
Description:
Dr Z. is an imposing and unusual (perhaps even unique) sight; his right half is bare chromed metal, his left half is human flesh. He does have a full nose and mouth, the split detouring gracefully around those features of his face. He never smiles, and it's difficult to say which eye contains less empathy and human emotion as the organic one is just as steely and hard as the other. Dr. Z favors loose but not baggy clothing that fits over his cybered side and doesn't bind; on Runs he leaves the cyber bare and wears a special suit of charcoal colored armor on the left side that clips on to the cyber on the right. Thanks to BioWare treatments and cosmetic work done before his fall from grace he looks to be in his early 40's rather than the mid-60's and is quite healthy.
BAGGAGE
Cost  Disadvantage
0 Normal Characteristic Maxima
Personal Issues
5
1) DF: BioWare Enhanced (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Special Equipment; Not Distinctive In Some Cultures)
15
2) Psychological Limitation: Unemotional and Dispassionate (Common, Strong)
5
3) Rivalry: Professional (With Other Medics), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5
4) Social Limitation: Cold Bedside Manner (Frequently, Minor, Not Limiting In Some Cultures)
15
5) Reputation: Cold-hearted Bastard, 11- (Extreme)
10
6) Unluck: 2d6
10
7) Soc. Lim.: Doesn't Know When To Break Eye Contact -- Penetrating Clinically Detached Gaze -- Makes People Uncomfortable (Frequently, Minor)
15
8) Hunted: People That Want His Services As A CyberDoc And Are Willing To Be Underhanded About It 8- (Mo Pow, Group, Mildly Punish)
5
9) Soc. Lim.: Defrocked Doctor -- Banned From Medical Field -- Discredited By Peers As A Dangerous Extrememist (Occasionally, Major, Not Limiting In Some Cultures)
15
10) Psychological Limitation: Obsessed And Easily Distracted By Cybernetic Technology (Common, Strong)
Cybered Existence Issues
Notes: per the Cybernetic Existence guidelines, a character with extreme Cybernetics must make progressively harder EGO rolls when becoming more significantly enhanced or develop psychological issues (Psych Lims, Enraged's or similar). Points from these Disadvantages do not count against the character's Disadvantage Maximum but the character does not gain any points from them with which to buy more abilities. Dr. Zorders has failed two such rolls at the Visibly and Extremely Enhanced levels.
0
1) Psychological Limitation: Must Keep His Cybernetics on the Cutting Edge (Very Common, Strong, Custom Adder)
0
2) Psychological Limitation: Triage Mentality (Common, Strong, Custom Adder)
Notes: Dr.Zorders uses the combat medicine mentality most times when out in the field. This means essentially that he makes the most of his limited first aide resources. So if he had two runners "A & B" with minor wounds and another runner "C" with major wounds he would treat "A & B" first even if it meant "C" would die in the process, then "C" unless there was good reason such as mission failure if "C" died.
Missing Body Parts
15
1) DF: Cybernetically Enhanced (Extremely) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Notes: per the Cybernetic Existence guidelines, this Distinctive Feature does not count against Disadvantage Maximum and any extra points gained are usable to buy more Cybernetics with.
10
2) Physical Limitation: Missing One Eye: 1/2 OCV w/ Range (Infrequently, Greatly Impairing)
5
3) Physical Limitation: Missing One Ear: Hearing PER Modifiers (Infrequently, Slightly Impairing)
15
4) Physical Limitation: Missing Right Arm (All the Time, Slightly Impairing)
15
5) Physical Limitation: Missing Right Leg (All the Time, Slightly Impairing)
160 Total Disadvantages Cost

 Dr. Zorders  
MOVES
OCV: 5 DCV: 5
Combat Skill Levels:
+2 with Sparhawk Caseless Autopistol
+2 vs Range Modifier with Sparhawk Caseless Autopistol
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
CYBERNETICS CLOSE QUARTERS COMBAT
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
CYA
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0 (10)
Energy Defense 3 Current END:
Res. Energy Defense 0 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (25)

 Dr. Zorders  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Cybereye
6   1)   Bio-Sign Scanner:  Detect Bio-Signs 13- (Sight Group), Discriminatory (8 Active Points); Restrainable (by EMP; -1/4) 0
7   2)   Depth Perception:  Limited Buy-off of One Eye PhysLim (10 Active Points); OIF (Cyber-Eye; -1/2) 0
3   3)   IR Filter:  Infrared Perception (Sight Group) (5 Active Points); Visible (-1/4), IIF (Cyber-eye; -1/4) 0
1   4)   Polarity Shifter:  Sight Group Flash Defense (3 points) (3 Active Points); Right Eye Only (-1), IIF (Cyber-eye; -1/4) 0
Cybernetic Half-Body
14   1)   Built-in Docbag:  Healing BODY 2d6 (standard effect: 6 points), Decreased Re-use Duration (1 Minute; +1 1/4) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Requires A Paramedics Skill Roll (-1/2), 12 Charges (-1/4)
Notes: Dr. Zorders has the equivalent of a high quality Doc bag built into his cybernetic chasis, enabling him to adminster medical assitance in the field and stabilize the wounded quickly.
[12]
15   2)   Cyber Strength (Right Side Only):  +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
5   3)   Cybernetic Bio-monitors and Scrubbers:  Life Support (Resistance to Poison & Diseases (CON Roll to resist)) 0
3   4)   Cybernetic Reserves & Filters:  Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute) 0
20   5)   Half Metal Body:  Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Right Side Only (Treat As Activation 11- When In Doubt; -1), Visible (-1/4) 0
2   6)   Heavy:  Knockback Resistance -1" 0
10   7)   Metal Arm:  Limited Buy-off of Missing Right Arm PhysLim (15 Active Points); OIF (Cyber-Arm; -1/2) 0
10   8)   Metal Leg:  Limited Buy-off of Missing Right Leg PhysLim (15 Active Points); OIF (Cyber-Leg; -1/2) 0
20   9)   Microsaw:  HKA 2d6 (2 1/2d6 / 3 1/2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (45 Active Points); -2 Decreased STUN Multiplier (-1/2), Restrainable (Microsaw; -1/2), No Knockback (-1/4)
Notes: This is on the Right Side, so use the full 3 1/2d6 damage, never the 2 1/2d6. In case of damage, this slot should go before the Cybernetic Strength slot (to avoid confusion if nothing else).
0
3   10)   Stereo Hearing:  Limited Buy-off of One Ear PhysLim (5 Active Points); OIF (Cyber-Ear; -1/2) 0
10   11)   Various Cybernetic Medical Assistance Devices:  +5 with Paramedics
Notes: Dr. Zorders has a variety of devices, sensors, and equipment built in to his cybernetic chasis that helps him diagnose and treat people quickly in an emergency situation.
Reenforced Skeleton
2   1)   Heavy:  Knockback Resistance -1" 0
7   2)   Metal Skeleton:  +5 BODY, Only Applied To Appropriate Damage (Severing) (+0) (10 Active Points); No Figured Characteristics (-1/2)
4   3)   Metal Skeleton:  Armor (1 PD/1 ED), Hardened (+1/4) (4 Active Points) 0
7   4)   Skull Plate:  Armor (6 PD/6 ED) (Left Side), Hardened (+1/4) (22 Active Points); Locations (3-5) (-2 1/4) 0
15   5)   Weighted Body Parts:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 0
Hardpoint
1   1)   Extra Limb (1) (5 Active Points); Not An Actual Limb; Only Usable to Hold / Fire Properly Fitted Guns (-1 1/2), 1 Limb Only (-1) 0
3   2)   Ambidexterity (no Off Hand penalty) (9 Active Points); Attached Hardpoint Only (-2)
Hardpoint
1   1)   Extra Limb (1) (5 Active Points); Not An Actual Limb; Only Usable to Hold / Fire Properly Fitted Guns (-1 1/2), 1 Limb Only (-1) 0
3   2)   Ambidexterity (no Off Hand penalty) (9 Active Points); Attached Hardpoint Only (-2)
BioWare
1   1)   BioWare Anti-Oxidant and Cell-booster Gland:  LS (Longevity: Age At 1/2 Rate) 0
1   2)   BioWare ATP:  LS (Sleeping: Character only has to sleep 8 hours per week) 0
174 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
Streetsmartz
3
1) Streetwise 12-
2
2) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Liquid-Propellant Rifles, Missile Guns, Polymer Guns, Rifles, Rocket Pistols, Rocket Rifles, Shotguns, Small Arms, Sonic Stunners, Submachine Guns, Thrown Grenades, Tranquilizer Dart Guns
Thats "DOCK-TOHR" Zorders, Thank you very much
3
1) Analyze: Cybernetics 13-
3
2) Cybernetics 13-
3
3) Inventor 13-
2
4) Language: Latin (fluent conversation; literate) (3 Active Points)
5
5) PS: Computer Usage (INT-based) (Advanced Medical Gear, Cybernetic Robo-lathes) 13-
3
6) PS: Medical & Cybernetics Doctor (INT-based) 13-
3
7) Paramedics 13-
3
8) SS: Cybernetics (INT-based) 13-
3
9) SS: Medicine (INT-based) 13-
33 Total Skills Cost
PERKS
Cost  Name
Got that goin for him
3
1) Fringe Benefit: Improved Equipment Availability Street-Level equipment
15
2) Improved Cybernetic Active Point Caps + 15 AP
Notes: Dr. Zorders can make and maintain Cybernetic Devices with up to 45 Active Points.
1
3) Money: Well Off
4
4) Reputation: Skilled Cyberdoc / Patcher (Medic) (A medium-sized group) 14-, +2/+2d6
23 Total Perks Cost

 Dr. Zorders  
RESOURCES
Equipment Pool (59/60)
  *  VR Goggles :  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
  *  Level II BioSteel:  Armor (8 PD/8 ED) (24 Active Points); Activation 11- (Left Side Only; -1), OIF (-1/2), Long Jacket with Guantlets, Leggings, High Boots (Protects Locations 6-18) (-1/4), Real Armor (-1/4)
Notes: Real Cost: 8 points
0
Norn-Tek 503-A-BFS (Belt Fed Shotgun) Multipower
Notes: Real Cost: 25 points; Hardpoint mounted
          Multipower, 70-point reserve, (70 Active Points); 1/2 Phase To Change Ammo Type (-1/4); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4)
  *  Cartridges:  RKA 2d6-1 (vs. PD), 15 Charges (+0), AOE (One Hex; +1/2), Autofire (3 shots; +1 1/4) (69 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4) [15]
  *  Scatter Shot:  RKA 3d6-1 (vs. PD), Explosion (Cone; -1 DC/3"; +3/4) (70 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), No Range (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
  *  Slug:  RKA 3d6-1 (vs. PD), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2) (70 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4) [12]
Sparhawk Caseless Autopistol
Notes: Real Cost: 13 points; Hardpoint mounted
  *  Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) [7]
  *  +2 with Sparhawk Caseless Autopistol
  *  +2 vs Range Modifier with Sparhawk Caseless Autopistol
Personal Assistant
Notes: Real Cost: 11 points
  *  Alarm:  Lightsleep (3 Active Points); OAF (-1)
  *  Clock:  Absolute Time Sense (3 Active Points); OAF (-1)
  *  Nav:  Bump Of Direction (3 Active Points); OAF (-1)
  *  Onboard Calculator:  Lightning Calculator (3 Active Points); OAF (-1)
  *  Personal Data Assistant:  Eidetic Memory (5 Active Points); OAF (-1), Data / Facts Only (-1/2)
  *  Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Personal Calls Only (-2), OAF (-1) 0
Base Pool (10/10)
  *  Cybernetics Lab:  Base
Contact Pool (5/5)
  *  Contact: Xander (Fixer) (Contact has useful Skills or resources, Good relationship with Contact) 12-

 Dr. Zorders  
BI-OPS
APPEARANCE
Height: 6' 3" Hair: Brown
Weight: 325 lbs Eyes: Blue
Dr Z. is an imposing and unusual (perhaps even unique) sight; his right half is bare chromed metal, his left half is human flesh. He does have a full nose and mouth, the split detouring gracefully around those features of his face. He never smiles, and it's difficult to say which eye contains less empathy and human emotion as the organic one is just as steely and hard as the other. Dr. Z favors loose but not baggy clothing that fits over his cybered side and doesn't bind; on Runs he leaves the cyber bare and wears a special suit of charcoal colored armor on the left side that clips on to the cyber on the right. Thanks to BioWare treatments and cosmetic work done before his fall from grace he looks to be in his early 40's rather than the mid-60's and is quite healthy.
PSYCH EVAL
The combination of his stroke, drastic augmentation, and professional censure and embarrasment worked quite a change on Dr. Z's personality. He used to be a well-rounded, very successful professional doctor. A man of authority, widely regarded as an expert in his field, and used to being treated with deference and respect. However nowadays he has been severely dehumanized. He has a personality devoid of emotion, and is entirely detached from his fellow human beings. He has come to regard people as nothing more than fleshy machines with sloppy programming; sometimes predictable, sometimes erratic.

For him Runs are simply a means to an end...more money with which to keep himself and his gear cutting edge so that he can continue to push the boundaries of his art.
SOUND BITE
"Both men and machines are intrinically weak and flawed in their own way. But when you properly meld them together their strengths overcome the other's weaknesses. You get the best of both. And it is a beautiful merger to behold."
PIZZAZ
Dr. Z is an extremely talented Cyber-doc. He can fix, install, design, or otherwise work on just about any sort of cybernetic device. Dr. Z's skill in this field is so great that he is able to craft and maintain cybernetic devices with up to 45 Active Points (the normal cap for cyber is 30 AP).

Dr. Z is also a skilled doctor and surgeon, though his experience lies rather considerably more towards trauma than family practice. In addition to his knowledge and general skill, he has designed a number of sensors, testers, and tools into his cybernetic chasis that assist him greatly in performing field medicine (Built-in Docbag, Various Cybernetic Medical Assistance Devices). He also has a fairly sophisticated Bio-Signs scanner built into his cyber eye that allows him to identify lifeforms and their general state of health. He also has a built-in multipurpose surgical saw that can be used as a weapon, to harvest cyber from the fallen, as well as for surgery (Microsaw).

Beyond this, Dr. Z's extensive cybernetic augmentation compensates fully for missing limbs and organs, and provides some secondary physical benefits such as enhanced strength and durability. However it is important to note that Dr. Z's right side is cybernetic and his left side is flesh (though it does have a reenforced skeleton), which is somewhat awkward. When going on Runs he does wear specially constructed personal armor on the left side of his body that clips onto the cybernetic right side.

Dr. Z has carried a variety of small arms with which he is competent but not particularly impressive. He usually carries two weapons to take full advantage of the two hardpoints on his chasis; one on the right wrist and another on the right shoulder; lately he has been mounting a belt fed shotgun to the shoulder mount and a pistol to the wrist mount. He is not shy about getting involved in a gun battle if he _has_ to, but he definitely avoids such nonsense if at all possible.
M.O.
AMPER PATCHER

 Dr. Zorders  
ORIGIN
Doctor Zorran Ordaris, jokingly called Doctor Zorders since his internship by peers and pundits alike for the wordplay value, was a gifted and reknowned expert in the field of Cybernetics. Dr. Z got involved in the field's golden age, holding dual degrees as both an MD and Cybernetics Engineer, and helping to push the fields boundaries with many improvements and enhancements working both alone and as part of design teams for a variety of megacorps. He was kept on retainer by several facilities, was on the board of several others, regularly published in trade magazines, and was frequently consulted by other doctors and engineers for his design acumen -- particularly in his specialty of HMI (Human / Machine Interface).

His professional success was matched by personal success, as his rates and fees ensured he was very financially stable, had several very nice homes, hot cars, and a string of sexy arm candy escorts. He had it all, including enough money to afford early BioWare treatments to extend his life, diminish his need for sleep, and the best cosmetic care to keep him looking thirty-or-fourty-something despite having six decades under his belt.

Then he had a stroke that immobilized the right side of his body and it all came crashing down.

The severity of his paralysis and nerve damage was beyond conventional medical correction. All of the meat doctors he consulted agreed; therapy might help a little but he was basically beyond organic correction. Finding such an answer to be unacceptible, Dr. Z logically and obviously turned towards his own field of cybernetics to address the situation. However, due to the extreme nature of his nerve damage just replacing an arm or leg wouldn't do the trick; his entire spine and nervous system needed to get replaced. Problem: in such situations standard practice is to replace the entire body, leaving only the brain. Attempting such a massive and assymetrical Human / Machine Interface such as replacing one side of a body and leaving the other side intact is universally regarded as doomed to failure. The flesh side is simply too fragile and prone to infection, and there is no benefit to be gained from such a configuration. But Dr. Z was adamant; his left side works perfectly fine, why should he scrap it and go full-conversion? Ridiculous.

Unable to find any other doctor willing to do the work, he remained undaunted. He became a veritable hermit for months; working day and night he designed specification after specification, built up simulations, developed and ran test case after test case, discovered and overcame one problem after another. Finally, after over year of hard work he had arrived at a design that made his dream possible, melding a standard reenforced skeleton with a 100% custom half-chasis. Several organs needed complete removal, repositioning, or replacement. Nearly continuous auto-administering of anti-inflammatory drugs would be necessary along the merge line. A large chunk of brain matter would need to be replaced with the necessary processors and special purpose slaving units. And a dozen other challenges besides. However, his laborious simulations and tests proved that it was doable. The design was...beautiful...elegant...perfect.

Of course, when he published the design everyone else was of the opinion that it was foolishly impractical at best and flat out insane at worst. Dr. Z still couldn't get anyone to agree to perform the surgery on him. Undaunted even still, he did the unthinkable. Greatly liquidating his personal wealth to bankroll his obsession, he bought the best computer driven operating lathes available and built out a full service fully automated surgery theatre in his last remaining home. He spent several more months of work programming the machinery in his new personal state of the art cybernetics lab and finally, content that he could do no better, he put his affairs in order and laid himself on the operating table, put himself on life support, and finally induced a medical coma. Completely helpless and unawares Dr. Z entrusted his transformation to the commands and procedures he had encoded into the lathes.

When he resumed consciousness months later he was transformed. His skeletal structure had been replaced, his internal organs had been rearranged or replaced, and his entire right side was fully cybernetic while his left side remained flesh. His design worked! He had acheived a nearly flawless symetrical Human / Machine Interface running almost exactly down the center line of his body, with only a couple of minor detours to one side or the other where necessary for stability or to retain key portions of anatomy such as a full set of lips and nose. He could move freely; gyroscopes compensators and servos ensured normal balance despite the mass differences. He had acheived what everyone else in the industry said was either impractical or couldn't be done!

After spending a few weeks to adapt to his new state, Dr. Z triumphantly revealed himself to colleagues at a key industry symposium, striding into the banquet hall in a grand style. He expected accolades and recognition of his famed skills, followed by a return to his successful practice and consulting. Instead he was met with shocked and horrified stares, indignation, and petty objections over having programmed lathes to conduct completely automated operations...on HIMSELF no less. There was furor, there was outrage, there was fear that his automation techniques would put cyberdocs out of work. In short order Dr. Z found himself villified and blackballed by his entire industry. Whereas before he was regarded as a innovator and leader in his field now he was portrayed as a lunatic inethical extremist. He was a pariah.

Unable to practice his trade in reputable venues any longer, it wasn't long before Dr. Z was approached by interested parties who wanted to engage his services for more custom, personalized work. He soon found himself occasionally employed to ply his trade on the shady side, working on Runners, criminals, mercenaries, and other hard men and women of less than reputable natures. He took many opportunities, for those who could afford it, to design completely custom parts and he developed a reputation as the man to see if you needed some out of the ordinary cyber.

However, the work is spotty and the pay erratic, and the people dangerous. Needing more income to keep his lab up to date and his own cybernetics tuned to the max, and always one to push the envelope, Dr. Z eventually found himself taking part in the occasional Run himself. Using his general medical skills as a medic, his cybernetics mastery to keep any borged out teammates in trim, and his own enhancements when necessary in a more physical role he is quite capable. Surprisingly he finds the work engaging, though mostly for the opportunities it affords him to observe and measure the performance of his cybernetics in field conditions and use that information to inform continual enhancements. He gets most of his work from a young upstart Freelance Fixer named Xander.
Character created with Hero Designer (version 2007121308)