The Conclave

The Ordos Majoris - Hobby, Painting and Modelling => Inquisitor Game Discussion => Topic started by: Kasthan on March 04, 2010, 03:40:08 PM

Title: Inquistior Stienhoff (a bit of a revamp)
Post by: Kasthan on March 04, 2010, 03:40:08 PM
Since it seems as if people are dragging characters out for a bit of an airing before the Spring Conclave, I thought I would do the same.

Here is my most worked on character (background wise). There is a very brief summary at the end for those who at the time cannot be bothered to read all the way through.

Here goes

------------------------------------

Inquisitor Alexander Stienhoff       

WS     BS     S       T       I       Wp     Sg       Nv     Ld    Spd
75      42     48      51     67      83       83       67      71     4

Picture:
(http://i638.photobucket.com/albums/uu104/Kasthan/Inquisitor/P8166150.jpg)
Other pictures here. (http://s638.photobucket.com/albums/uu104/Kasthan/Inquisitor/?action=view&current=P8166150.jpg)

Stienhoff is right handed
Abilities: Feint (Swords only), Strong Will, Daemonologist
Psychic Powers: Sanctuary, Banishment, Seal Warp Breach, Telekinesis, Gaze of Death

Weapons:
Daemon Sword, Mace, Digital Las-pistol (left eye, under eye patch)

Armour:
Inscribed carapace armour (chest + abdomen) (armour 6)
Reinforced (by a Kevlar type material) cloth (arms +legs + groin) (armour 2)

Equipment:
Opiatenium

Bionics:
Both legs, (+1 armour)
Bionic left eye: Digital las-pistol

Details:
Strong Will: Ignores Fearsome. Treats Terrifying as Fearsome. (MarcoSkoll’s invention)

Daemon Sword: Magroc't (uses daemon weapon rules from the last incarnation of the conclave; Mystic; Fireball [p-power], Warp flame [set opponent alight like flamer hit], Ever burning [Stienhoff takes Wp test to extinguish]. Wp. 60 + D10]. N.b. Bursts into bright green flames once drawn from scabbard.

Opiatenium: Injector (10 doses, injector continues injecting every turn until turned off), T increased by 3D10 (roll for each turn used) yet, –D10 off mental and I characteristics for every turn activated. Recovery; each turn after final use, roll D10 for each stat, this is the amount recovered that turn. If a 1 is rolled, that stat is skipped for this turn. If any stats drop below 20 whilst on this drug, Stienhoff falls unconscious. (In a campaign situation, rules for addiction can be introduced). 

Bionic legs: Cannot sprint. Swimming reduced by 1 yrd. Climbing is practically impossible.

Inscribed carapace armour: Any psychic power targeting a character wearing the armour doubles all range penalties. (Taken from Lectures on the Wych Pt. 2)

Daemonologist: Receives bonus (GM’s decision) to any test that requires knowledge upon the Warp, Daemons and Chaos (generally, e.g. he won’t know about Daemon Kicsani and his worshippers but he might know about severing the daemon from the mortal plane)

Appearance/Age/Personal Details
Eye: Green
Hair: Black, white hairs are visible
Other: Goatee, eye patch over left eye hiding digital laser, inquisition symbol and imperial eagle branded on pectoral muscles, Black Ship tattoo on scalp and left hand palm, bionic legs and outer braces.

Age: 336
Personal Details: Male, ~6’ (depending on the current state of his bionic legs), 99 kg (with leg bionics included)

Background and equipment notes:
Born the son of a noble on the planet Kalen (hiveworld). A clever student from a young age, he had a particular skill in understanding religious and historical texts. Stienhoff happily attended the chapel, because of this and his book learnedness his parents introduce him to the System head of the ecclesiasticy. His depth of conviction was great, and was seen as a promising Preacher. As with all the nobility he learnt duelling, a skill that he still practices.  In private at around the age of seventeen discovered he could manipulate small objects and kill living things wishing for the target to die, he practiced upon arachians (a spider like creature). Afraid of himself and the Inquisition, he prayed at the chapel, yet no respite came. In his nineteenth year, the Blackships came on their collections. Detected, Stienhoff handed himself in knowing the Emperor would wish this so and being afraid of what he was.
Whilst on board, sentenced to his doom, he was studied by Inquisitor Bathemual, a Thorian. It was deemed after many secret trials that Stienhoff could possibly make an Inquisitor.
For twenty four years he trains. His psychic abilities were trained, because of his faith and his master’s puritanical leanings devotes much of his time developing his anti-daemon powers. Faith remained at his core, reading deeper into the history and the beliefs of the Imperium became his favourite pastime. Inquisitor Bathemual also requested that he continued to train in some form of combat, so Stienhoff re-took-up his duelling practice, becoming a master swordsman. 
At the age of forty-three, he was given his full title, after defeating the heretic Sabilo. Sabilo had created a series of cults under the name of ‘the holy worshippers of the true Emperor’, which had altered the unknowing followers to worship chaos undivided. Stienhoff and his master Bathemual gradually unveiled the truth. This process took several years for they wanted to destroy the core of the cult, rather than just cut off branches. During the final assault on Sabilo’s headquarters, Stienhoff’s skills and fighting prowess were challenged, using a combination of psychic powers and his sword he eventually reached the heretic. The inquisitorial stormtroopers accompanying him fired once and then were burnt to death with hellfire. Stienhoff charged into battle with Sabilo, chopping his nemesis’ hands off with one stroke, with the second he ran Sabilo through. As Sabilo died, he coughed out ‘Stienhoff, the gods have a plan for you’. 
Over the years, he studied further and further into the ideals of the Thorian concepts. He convinced himself that if a daemon can be bound to a body or an object, why not part of the Emperor’s soul could do the same. Wishing to develop the skill necessary to complete such a task, he travelled the galaxy taking and fighting over knowledge that would aid him. In his one-hundred and first year he managed to bind a lesser daemon of Tzeentch to a sword. His most recent and successful binding has been with the daemon prince Ito'good (It of the God) into a shell of flesh.
He is now in his three-hundred and thirty-sixth year, his stamina and speed has slightly ebbed, requiring mechanical aid, particularly his legs. His legs were damaged by neuronecrosis gambe (a nerve-based disease, which ruins the connection between the legs and the spine causing muscle wastage. If it is not acted upon quickly the legs become useless and bionic limbs refuse to work [for there are no nerve endings to attach to]) crippling him until his current bionics were fitted. His mind however has not. He is still a capable man that who not only binds and controls entities of the warp but also fights them with a vigour that Inquisitors half his age would wish they had.

Personality:
A practical, hard man is a simple summary of Stienhoff. He has no time for trivial matters. He is prone to shouting at those who slow him down or hinder him; this is a combination of age and his noble background. Yet he has great respect for those that are good at their job, and worship the Emperor.
Internally he is constantly battling his own ideas. For how can a good servant of the Emperor have anything to do with daemons. Stienhoff considers that he maybe damned but could save the Imperium nevertheless.
Stienhoff is still very religious; he has recently had a new chapel built into his mansion to allow him to pray at any time. His favourite passages are framed around his home. 
He displays a rather arrogant air to his more puritanical monodominant peers, for he thinks their short sightedness, although they are serving the Emperor, will damage the Imperium in the long term.
Stienhoff is incredibly xenophobic, treating those who consort with aliens as the lowest scum in the Imperium, he says, ‘The only good alien is a dead alien, and even then you can’t trust the buggers’.
In his long years of work, he has seen practically everything the galaxy has to throw at him. Daemons and aliens are a lot less frightening than they used to be. Stienhoff normally treats them will some contempt. He is not stupid however; he will still get out of the way of a cultist with an autogun on full auto.

Weapons and Equipment:
He has an eye patch covers a very recent eye injury. He received it fighting against a couple of Eldar rangers (who had been sent to stop him and his work, by ending his life). ). A lucky knife stroke glanced across his eye, damaging to such an extent that it no longer works, even with a bionic or cloned eye.
Stienhoff uses his physic presence to compensate for this, but it is not as good as true sight.
His daemon sword is called Magroc't. Magroc't was a powerful Sorcerer, who failed Tzeentch and was cursed to become a flaming entity that led Flamers of Tzeentch into battle. Once drawn it bursts into green flame (a real give away if fighting with or against the more puritan types). Due to this, he also carries a mace, a useful weapon for close quarter fighting where a sword would be difficult to use. It also contains an electronic copy of his inquisitorial warrant.
He does not use guns for a mixture of reasons. He was a bad shot to start with, for swordplay and duelling is what he enjoyed during his training. The use of psychic powers both his (Gaze of Death) and the sword (Fireball) make up for the lack of guns.
Stienhoff regularly wears inscribed carapace armour, for two reasons it is comforting to enter battle with pyskers and daemons equipped with such gear and it instantly forces his status upon those annoying planetary governors.

Strengths/Weaknesses
Stienhoff above all else believes in the God Emperor of Mankind. To this end he is willing to die for him. This provides a fantastic defence against those he faces.   
His sword fighting skills, even in his old age are more than a match for most opponents. In fact he enjoys facing off an enemy that can defend him self for some time.
The main problem Stienhoff faces is his age; no amount of rejuvenant drugs will repair his muscles. Neuronecrosis gambe has ruined his legs causing his physical speed to slow. The bionics allow him to move but could not repair the damage that was done.     

Main followers/accomplices/workers:
It of the God (Ito’good), Daemon host. Bound by Stienhoff himself.
(http://i638.photobucket.com/albums/uu104/Kasthan/Inquisitor/P8166168.jpg)
Kadusis Uvi, Pathfinder/Sheriff. Works for Stienhoff after joining him on a mission on his home world.
(http://i638.photobucket.com/albums/uu104/Kasthan/Inquisitor/P8166183.jpg)
Poya IVX, Assassin. Taken on by Stienhoff to work behind enemy lines or as an additional combat aid.   
(http://i638.photobucket.com/albums/uu104/Kasthan/Inquisitor/P8166163.jpg)

In Brief:
Son of noble. Intelligent. Swordsman. 17: P-powers start to manifest. 19: Blackships, recruited by Bathemual. 43: Full status, after defeating Sabilo. Later in life convinces self that he could summon Emperor into a body. Practices with daemons. Neuronecrosis gambe damages legs, needs bionics. Now a stubbon, old man. Xenophobe. Good psyker. Thorian.

(Edit: Update to stats and background)

Serious C+C wanted. Particularly a fine tooth comb over his stats (I worry that some of them might be too low) and the Opiatenium rules.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: MarcoSkoll on March 04, 2010, 04:45:17 PM
Hmm, a radical Thorian. I like.

Firstly, a minor mistake - You say the Blackships arrive in his ninetieth (90th) year, rather than as I expect his nineteenth (19th).

To move on to a few elements of his background, loss of binocular vision doesn't affect depth perception at long range. Binocular vision is only used for determining short distances, as beyond a couple of dozen yards, the difference in what the two eyes see is far too small for the senses to make out. At long distance, apparent size is far more important in guessing the range.
I personally therefore disregard GW's own "Cyclops" rule and represent loss of binocular vision by doubling any reach penalties in combat, although in this case, as the character has psychic senses, I wouldn't necessarily trouble him with that.

As far as stats, they seem to fit the background quite well. His physical frailty is well represented in his S & T stats, and his Initiative seems to go with that as well.

Given that he's not invested time or effort into learning firearms, and as he's described as "a master swordsman", I would however suggest his WS was improved by perhaps 5-10 points, even allowing for the fact he has the Feint skill. But if you think his age hinders his ability particularly, then you're welcome to leave it where it is.

I'm going to probe a little further into his Heroic ability. As most characters on the table are a hero of some form or other, Heroic has to be something more, or everyone and anyone would have the skill.

It's something that should really show up in roleplay and how the character acts. I tend to think of Heroic as "like Indiana Jones" - others may disagree, but in my opinion, a character who chases after a convoys of Nazis and takes on tanks with little more than a hat, revolver, whip and a horse is a strong example (not everyone who's heroic might be quite as so).
To quote another Harrison Ford character: "Never tell me the odds". Heroic characters will try something simply on the basis that could work - not because it necessarily will. The protection against Risky Actions their skill gives them is appropriate, because they should be making a lot more of them than a regular character.

Steinhoff doesn't strike me as that kind of character - of course, I'm not necessarily expecting him to conform to my idea of what the skill means, but I was wondering what your justifications were for the skill.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Ferran on March 04, 2010, 05:15:55 PM
Looks good, though I do have a couple of minor quibbles -

Obviously he's a swordsman and has a solid range of psychic powers, so you've decided to make him weak in shooting to the extent that he's a bad/very bad shot and doesn't even carry a firearm. Being weak in this area is quite reasonable but I can't see this as entirely credible, personally I would give him a slightly higher BS (+10ish)and a token firearm like a stubber or something. Clearly he'd still be using his blade or mind in 95% of combat situations, but for the sake of character I'd make these additions. Most people with his remit would probably have at least a little skill with a gun and often carry one.

Secondly I don't think his S/T/WS tell a consistent story. He's good in melee but he's also fairly weak and frail in a physical sense. Personally I think that these two factors are mutually exclusive to some degree. A small, slight character with low S/T could definately have high WS, but a man ravaged by age and illness? I'd say someone like this might be a good shootist ala Doc Holiday, but probably not a close-in fighter. I had a skim read on the backstory (text format is kind of dense for my liking) and saw the illness/age factors, not sure if it is confined to his legs or afflicts his whole body. Anyway getting to the point, I'd up his S a little, and have his lack of T (and the leg thing) be the result of his age and infirmity, but not the Str. I know that he can boost his T with drugs and I'd keep that.

Lastly a minor niggle, not sure I like the bone cancer as his affliction. I'm not especially fond of writing background and might have just gone with an unspecified disease, but you seem not to be constrained in this manner, so maybe an oldschool (like Yastobaal's lung rot) or futuristic disease? The contemporary variety doesn't do it for me.

Nice collection of miniatures in your gallery too.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Kaled on March 04, 2010, 05:37:22 PM
Quote from: Ferran on March 04, 2010, 05:15:55 PM
Being weak in this area is quite reasonable but I can't see this as entirely credible, personally I would give him a slightly higher BS (+10ish)and a token firearm like a stubber or something.
If he were my character I'd probably have done that too - however, it strikes me that maybe a digital laspistol would be good for this character.  He's not likely to hit anything with it, but it would mean he can threaten targets at range and is just the sort of concealed weapon an Inquisitor might have for situations when he can't openly carry his sword.

QuoteSecondly I don't think his S/T/WS tell a consistent story. He's good in melee but he's also fairly weak and frail in a physical sense.
He's not really frail - his strength is only just below that of a fit human and his toughness is at the top end of what you'd expect for a normal human.  Seems perfectly reasonable to me...  As for his WS, I agree with Marco - increasing it by about 5 points would be good.

QuoteLastly a minor niggle, not sure I like the bone cancer as his affliction.
Yeah, generally I go with made up diseases - making one up means I'm at least not likely to get caught out by my lack of knowledge about real life diseases.

Who are you planning to use in his warband?
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Flinty on March 04, 2010, 05:52:35 PM
Not really sure I can comment on his stats with any authority, but they look to fit in well with the background. He seems to be quite bookish and has put in some serious study over the years; coupled with his age, maybe his Sg could go up a few points?

QuoteSecondly I don't think his S/T/WS tell a consistent story. He's good in melee but he's also fairly weak and frail in a physical sense.

I disagree, he has had 200 years to perfect his technique, skill, foresight and elan making up for brute force and raw speed - although not a foil the sword on the model isnt a clunking great two hander.


(I can heartily recommend Arturo Perez-Reverte's 'The Fencing Master' as an example of an aging but formidable opponent).

If he dosnt want to sully his aristocratic hands with a common weapon of the masses like a firearm, fine, maybe his retinue provide the firepower?

Agree with the comments on naming the disease, Im sure an equally ravaging Grimdark limb disorder could be thought up.

Overall, very nice
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Ferran on March 04, 2010, 06:07:08 PM
Quote from: Kaled on March 04, 2010, 05:37:22 PM


QuoteSecondly I don't think his S/T/WS tell a consistent story. He's good in melee but he's also fairly weak and frail in a physical sense.
He's not really frail - his strength is only just below that of a fit human and his toughness is at the top end of what you'd expect for a normal human.  Seems perfectly reasonable to me...  As for his WS, I agree with Marco - increasing it by about 5 points would be good.


Point taken - having recently only built guard/enforcer types I had in my mind 60 S/T average, but I suppose 55 or even 50 is closer on the whole.

QuoteI disagree, he has had 200 years to perfect his technique, skill, foresight and elan making up for brute force and raw speed - although not a foil the sword on the model isnt a clunking great two hander.

I would say that technique and experience/intelligence are important components of WS (and instinct, perception etc etc) but I think that age/illness and resulting lack of stamina, agility, speed etc would severely limit WS. I guess an ancient Sensei type might be frail but still quick and powerful, but this guy with his metal legs and history of illness doesn't strike me as that type. I suppose it's probably the fluff & WS not lining up properly as I see it, rather than the S/T & WS not lining up, but I may well have got the wrong end of the stick especially as I didn't read the whole story properly.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Myriad on March 04, 2010, 09:27:53 PM
Well, his weaponskill probably is a bit lower than a 200 year old master swordsman at his peak.  The strength and toughness aren't exactly low either - simply not high, and about right for someone past their peak, but still active.  Overall it's a good profile - the stat that seems most out of line with his background is a fairly high initiative.

If the worry that some of his stats are a bit low is that he can't take care of himself, this shouldn't be a concern - he has carapace armour, a badass demon weapon and a spread of psychic powers.  Not carrying even the obligatory laspistol is a bit odd, but inquisitors are permitted eccentricities.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Kasthan on March 05, 2010, 02:13:04 PM
So a brief summary of proposed changes:
+4 ws
+8 bs
Sg up (~5)
Loss of Heroic
Change 'Bone Cancer' to some sci fi sounding disease
Digital weapon of some kind. Ring maybe?
Remove point about eyesight (guns and range bit)

Another change I am considering:
Make him older
Add a few personality quirks (he's been around daemons a bit too long)
Daemonology (bonus to sg. when dealing with daemons and chaos based 'stuff')

Personally I think his years of practice with a sword (particularly his daemon sword [he has had it over 100 years]) would allow him not to be affect by his age as much as it might. He is not a complete cripple (only his legs, and the bionic allow them to move), he is just old, which slows him down in the long run.

The I value is difficult, for his body (e.g. his legs) don't work as well as they use to his mind does. For we all know that I is a problem (it just represents too much about a character). 

Are the drug rules okay? Not to powerful etc.?   
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Ferran on March 05, 2010, 02:58:17 PM
Might want to specify the stats exactly (I, Wp, Sg, Ld? or inculding Nv also?) +T might be better as 3d6 +2 (5-20 instead of 3-30, avg~11 instead of ~15, though change to average probably isn't as important as change to possible range)
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: MarcoSkoll on March 05, 2010, 03:43:25 PM
Oh yeah, I forgot to mention the Opiatenium.

While it's not actually a problem, I'd be tempted to make his recovery from the drugs more erratic and unpredictable, with either a simple recovery of 3D10 or 4D10 a number of turns (D3, D3+1, something like that) after he turns it off, or maybe D10 each turn after he stops using it - but when he rolls a natural 10 you apply that, then stop rolling.

That way, if he uses it for too long at once, his stats will risk not recovering completely. I'd probably scrap the "Stats below 20 rule" though.
Not saying you have to necessarily do that, but going by the fact it's an opiate (or so I assume, based on the name), it wouldn't be automatically be shaken off quickly and fully.

...and Inquisitor has a pretty solid "Drugs are bad" policy anyway, so it doesn't hurt to make your own drug concoctions something you wouldn't really want to use unless necessary.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Inquisitor Cade on March 07, 2010, 06:17:45 AM
In my opinion, a master swordsman has a Ws in excess of 80, maybe a bit less if they have appropriate specail abilities. Given his weaknesses in other areas and the focus that the background places on swordplay I think that 80 or more is entirely appropriate.

Being an Inquisitor he could have his eye and even his legs replaced with perfectly fuctioning ones. Maybe the disease could be neurological, so his legs work fine, but the signals from his brain reach don't reach them properly, requireing the bionic braces to reinforce the movement he makes into the movements he was trying to make, and explaining his disabilities.

Quotedevotes much of his time developing his anti-daemon powers.
I'm of the understanding that psychic talent cannoot be taught, only mastered. If he didn't have talent in that disipline I don't believe he could develop one. Only if he has capacity in several disiplines and focused on daemonology does this make sense to me, but this seems to be the case, so no bothers.

He seems weak next to most inquisitors, in terms of tabletop balance, does he have some capable allys?

Could you do something with the eye? The patch could be one way visible and conceal a bionic, which could incorporate the digi weapon you are concidering. That would give him a concealable weapon (useful for any inquisitor) that can aid him
up close where he likes it or function when they are unfortunately out of reach.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: DapperAnarchist on March 07, 2010, 11:02:45 AM
Daemonology is definitely something that is learned, not simply a power. Telepathy, Pyromancy, some of the Telekinesis, they might be born in, but Daemonology, Machine Empathy, and similiars, are definitely learned.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Inquisitor Cade on March 07, 2010, 12:31:44 PM
Really? I'd have thought it depended on the method. Sorcery is a learnt skill, but psychic powers are either born with them or not.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Kaled on March 07, 2010, 12:35:19 PM
I'd say that 'natural' Daemonologists are incredibly rare and that most have Daemonologists will have talent in another discipline but have trained and honed their talents for Daemonology.  Some psykers won't be able to turn their hand to Daemonology, but others will...
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: N01H3r3 on March 07, 2010, 01:18:20 PM
Quote from: DapperAnarchist on March 07, 2010, 11:02:45 AM
Daemonology is definitely something that is learned, not simply a power. Telepathy, Pyromancy, some of the Telekinesis, they might be born in, but Daemonology, Machine Empathy, and similiars, are definitely learned.
Fundamentally, all Psychic Powers are learned techniques... having psychic potential simply means you've got the natural ability to tap into the warp. A person's skill with a given discipline of psychic powers is a matter of personal inclination (conscious or unconscious) more than anything else - a character's psychology may apply itself more effectively to telekinesis or telepathy than to pyromancy (technically, it should be called pyrokinesis; the -mancy suffix is frequently misused, and should generally be used to refer to divination techniques). All psychic power does, afterall, come from the same place - it's the energies of the warp utilised to subvert or outright break the natural laws of the universe in a controlled manner. The more complex disciplines (daemonology, theosophamy, etc) may require a greater deal of training for most to be able to shape the energies of the warp that way, but there's nothing to prevent them being innate.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Kasthan on March 07, 2010, 03:41:13 PM
Just updated him with the suggestions made.

Marco I think I understood your suggestions for the drug rules, please check.

Allies now included.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: MarcoSkoll on March 07, 2010, 03:55:48 PM
That works, but it's not quite what I suggested.

My suggestion is to roll a D10 for recovery each turn until you get a natural 10, at which point you apply that, then stop rolling in subsequent turns. If he's not recovered fully at this point, then he's used the drug too much and can't quite clean it fully out of his system.

So perhaps: 6, 2, 10 - and you then stop. 18 points total recovery.

The reason I suggest a natural 10 is so that if you should be unlucky enough to get it on the first recovery roll, you've at least not been lumbered with absolutely minimal recovery.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Inquisitor Cade on March 07, 2010, 06:04:51 PM
I'd still buff Ws a bit more. And the background still says his eye is 'too damaged for bionics'.
Title: Re: Inquistior Stienhoff (a bit of a revamp)
Post by: Kasthan on March 07, 2010, 08:07:17 PM
I mean by that bionic eye, not laser weapon