Serik Surge
Character Info
Class: Brainiac
Level: 3
Owner: detour
Need 0 more completed missions to reach level 4 (8 recorded).
Completed Missions: 4
Commissary Reward: 2
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Personality
Recent Missions
-
A Worm in the System
Sep 5, 2026 - success -
Certified #3
Jun 27, 2026 - success -
Reflections of Elton
Oct 18, 2025 - success -
Reflections on Elton
Oct 18, 2025 - success -
Murderbowl XXXVI: Victory at What Cost
Sep 27, 2025 - success
Stats
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
Class Abilities
Reveal and activate an elaborate, single-use contraption from a Pitched hidden location, no matter how implausible.
- Essence Cost
- Mid
- Max Duration
- Low
- Cooldown
- Low–High
Paired Action: Gleefully introduce the contraption and explain it at length; activate it only after you finish doing so.
-
The contraption’s nature and capacities are also Pitched and must be thematically appropriate to the user.
- The contraption’s actual Impact, once activated, scales Low–High on the size of the user’s audience. (e.g. A giant robot revealed to a large crowd could operate as intended with High Impact but would break or go awry if revealed to just a handful of people, yielding only Low Impact.)
- After being used, the contraption will break, run out of power, or otherwise be rendered defunct. Duration scales as appropriate to the contraption's intended function.
Order an underling to perform a simple physical task for you with untroubled compliance.
- Essence Cost
- Low
- Max Duration
- Low
- Cooldown
- Mid
Paired Action: Issue a command in a smug or imperious fashion.
- Impact scales Low–High on how unimportant the target is (Mid at maximum when targeting an enemy).
- Compliance ends as soon as the task is performed.
- You may Pitch how the attempt to complete the task goes completely wrong for your character while the target remains unscathed; if you do so, this Ability’s Cost and Cooldown are negated.
Pitch a physical weakness or character flaw in an enemy and pontificate about it at length, compelling the target to pay attention and not interrupt your monologuing.
- Essence Cost
- Mid
- Cooldown
- Mid
Paired Action: Gloatingly explain for a Low Duration how you learned of and plan to exploit the Pitched weakness.
- If the Pitched weakness would logically apply to multiple present enemies, all of them may be affected by the compulsion, though doing so increases this Ability’s Cooldown to High.
- If the Paired Action is interrupted, this Ability’s Impact is reduced to Low (normally Mid).
Signature Gear
Small implant embedded in a finger.
-
The owner may interface with technology or comparable objects through prolonged contact.
- Up to a Mid Duration, scaling on how complex and tamper-proof the target is.
Miniature single-use rockets, powerful enough to carry a person’s weight.
- Quantity
- 5x
- Speed
- High
- Flight Duration
- Low
- Affixable to any solid object.
- Whenever used, Pitch a Low Impact malfunction.
- Explode upon collision, causing Mid Damage.
Set of oversized mechanical arms ending in large grippers, sourced from a heavy backpack; much stronger and tougher but less agile and dextrous than regular limbs.
- Lightness Boost
- Mid
-
Pitch a tool to replace one or both grippers (1x Use).
- The owner may freely swap between the two for the rest of the mission.
Semi-convincing blow-up body doubles of the owner, deployed in seconds from wallet-sized packets. Break down at even minor resistance.
- Quantity
- 5x
-
Deployed decoys can be assigned simple tasks. (e.g. Walking, sweeping the floor, taking a phone call, etc.)
- Completely inactive until tasked.
Full-body suit of mechanized armor with an obvious weak spot. Stored in a compact briefcase, deployed to encase the user over several seconds and retracted at will.
- Battery Life
- High
- Protection
- High
- Encumbrance
- Low
- Pitch a physical Mid Boost for this suit to convey its owner (strength, jumping distance, etc.) as well as a thematically related Mid Impact malfunction incurred in the process, both of which reset when the suit is retracted.
- If damage is sustained to this suit’s weak spot, Pitch a High Impact malfunction (which does not reset).
High-tech gauntlet, which may fire a continuous beam.
- Uses
- 3x
- Range
- Low
-
Any target struck by this beam is frozen in space while it is held on them, during which time they are immune to harm (Low Max Duration).
- Beings who fiercely struggle may break free early (even within seconds), though this is rendered less likely if the owner harangues them while they are frozen.
Appearance
6 ft tall, slim build, bald due to transparent synthetic skull dome.
Powersuit: the nanite swarm within his head spills out to manipulate the armor pieces, glass orb power core in chest weak point.
Background
Serik Surge
near future setting
A brilliant and ambitious scientist obsessed with self-augmentation, Serik dedicated himself to pushing the limits of human potential. He secured funding with the promise of developing the first bioelectronic computer capable of growing within and seamlessly interfacing with the human brain.
Driven by his vision and willing to take extreme risks, Serik convinced his colleagues to allow him to test a prototype on himself. To gain a unique perspective on the experiment, he replaced the top of his skull with a transparent synthetic bone, enabling direct observation of the brain and its interaction with the implanted computer.
However, a rival colleague, seeking to undermine him, secretly tampered with the bio-printer’s settings during the creation of the prototype. Despite the sabotage, the altered prototype not only functioned but vastly exceeded expectations, boosting Serik's intellect to unprecedented levels.
Eager to reproduce the results, Serik initiated further experiments, but every attempt failed. Without knowing the tampered parameters of the original prototype, he found himself unable to reverse-engineer the conditions of his accidental success. He burned through his funding, desperate to prove it wasn’t a fluke.
He eventually resorted to crime to in an attempt to keep his company afloat and enable him to continue his work. Following a brilliantly executed heist, he was approached by the Enclave with a lucrative opportunity.
Catchphrases:
A Surge of Innovation!
Feel the Surge of Progress!
SIMBIOT
Surge’s Implantable Multimodal Bioelectronic Integrated On-brain Technology
Surge Innovations
Level Up — Serik Surge
Current level 3. Promoting to level 4 requires 0 more completed missions (8 / 7 recorded).
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.