Cool Stuff

BodyTech Cybernetics BioWare PharmiTech Biofeedback
 
 
 
BODYTECH
BodyTech is a term that collectively refers to all the various means of enhancing human performance via science. There are many approaches taken, each with relative pros and cons but the basic premise behind each is the same: to take a human being and make them better by applying the precepts of some technology.
In the technocrazed world of MetaCyber its not just an idea, its a big business. Billions of credits are spent on BodyTech annually, and correspondingly a lot of credits are spent in R&D by many companies trying to stay at the bleeding edge of the market.
SCOPE
BodyTech can definitely grant some useful abilities, but there are just as definitely limits to what it can do.
Further, it is not intended for characters using BodyTech to overshadow other Origins. Their Powers should be a viable means towards competency and relevance within a campaign, but not the ultimate means. BodyTech should be roughly comparable to other options of character design of equivalent investment.
TYPES OF BODYTECH
There are four main categories of BodyTech currently in use in the MetaCyber setting:
  • Cybernetics: the process of replacing body parts with metal or silicon based electronic devices. By far the most common form of BodyTech
  • BioWare: the process of replacing body parts with synthetically created organic equivalents. Bleeding edge and expensive, and thus not as common.
  • PharmiTech: the process of augmenting the body via the use of chemicals and pharmaceuticals. Not as popular due to side effects, but the cheapest form of BodyTech and thus common.
  • Biofeedback Training: the process of using NET based training sessions to teach a persons body new skills at a subconscious level over a period of time. Faster than learning things the traditional way, but requires special equipment and time and is thus uncommon.
CHARACTERISTICS
Various types of BodyTech can boost some Primary and Secondary Characteristics as noted. However there are some common restrictions to such boosts.
NO FIGURED CHARACTERISTICS
Primary Characteristics that have Figured Characters provided by BodyTech must take the No Figured Characteristics Limitation.
STRENGTH
Regardless of Active Point caps and other circumstances BodyTech cannot allow a character to have more than 50 STR, total. Note that this may be too high for some GM's games, and individual GM's might lower this cap. Check with your GM before purchasing extreme BodyTech.
PUSHING
Characters cannot Push Strength gained from Cybernetics or PharmiTech under any circumstance. Strength gained from BioWare can be Pushed.
STACKING
Strength from different types or multiple applications of BodyTech do not stack, it adds based upon total lifting capacity (described below).
Generally speaking a character gets the benefit of the higher level of Strength available to them from BodyTech and up to +5 STR from other forms of BodyTech Strength based upon total lifting capacity, but Cybernetics can play havok with this rule of thumb. If a character has a Cybernetic limb or limbs, they can only use the Strength level provided by that limb for tasks that solely use that limb. If performing a task that uses more of their body and they have a higher level of Strength in general, then they may use up to +5 more Strength than the Cybernetic limb alone grants..
If the Cybernetic limb is stronger than the rest of the body in general, then the reverse is true. The character uses the lower level of Strength and up to +5 more Strength from the Cybernetic limb(s) unless they are performing a task that only uses their Cybernetic limb, in which case they may use the full Strength of the limb.
EXAMPLE 1:
A character with 15 STR has a Cybernetic arm that has a 30 STR, and further the character also has Synthetic Muscles granting another +5 STR.
  • For tasks involving only the Cybernetic arm the character may use 30 STR.
  • For tasks involving other parts of the character's body including the Cybernetic arm, the character may use up to 25 STR.
  • For tasks involving other parts of the character's body not including the Cybernetic arm, the character may use up to 20 STR
EXAMPLE 2:
A character with 15 STR has a Cybernetic arm that has a 25 STR. During combat the character takes some PharmiTech combat drugs that temporarily boosts him to 35 STR.
  • For tasks involving only the Cybernetic arm the character may use 25 STR.
  • For tasks involving other parts of the character's body including the Cybernetic arm, the character may use up to 30 STR.
  • For tasks involving other parts of the character's body not including the Cybernetic arm, the character may use up to 35 STR
ADDING STRENGTHS
To determine how much extra Strength is gained, take the character's base STR and add it to each form of BodyTech they benefit from, and consult the Strength Chart to determine the lifting capacity of each seperate unit of STR. Add the lifting capacities of the various Strength levels together and find the level of Strength required to lift that much weight to determin the character's effective STR.
The effective STR cannot exceed the highest unit of Strength + 5, even if the character is benefiting from three types of BodyTech simultaneously.
EXAMPLE 1:
If a character had a base 10 STR, was using PharmiTech granting +10 STR, and had Synthetic Muscles granting +5 STR this would be considered as a 15 STR and a 20 STR. Consulting the Strength Chart a 15 STR can lift 200kg, and a 20 STR can lift 400kg, which added together is 600kg; it takes a 23 STR to lift 600kg, thus the character has an effective 23 STR, not a 25 STR from 10 + 10 + 5.
EXAMPLE 2:
If the same character later upgraded their Synthetic Muscles to a version that grants +10 STR, this would be considered as a 20 STR and a 20 STR. We already know that a 20 STR can lift 400kg, so this works out to 800kg; it takes a 25 STR to lift 800kg, thus the character has an effective 25 STR, not a 30 STR from 10+10+10.
EXAMPLE 3:
If the same character later took better PharmiTech and gained a +20 STR boost, this would be considered as a 30 STR and a 20 STR. We already know that a 20 STR can lift 400kg, and a 30 STR can lift 1,600kg so this works out to 2,000kg; it takes a 33 STR to lift 2,000kg, thus the character has an effective 33 STR, not a 40 STR from 10+20+10.
MOVEMENT
BodyTech can be used to enhance a character's Run, Swim, and Leap statistics. However no more than 20 Active Points can be applied to improve Running, Swimming, or Leaping regardless of any general rules regarding Active Point caps affecting a particular form of BodyTech.
STACKING
Enhancements from various types of BodyTech that enhance movement do not stack. A character uses the better enhancement of those available unless one of the enhancements is from Cybernetics, in which case they must use the Cybernetic enhancement.
EXAMPLE:
A character has Cybernetic legs that grant +1" of Leaping, among other abilities. The character also has Synthetic Muscles that grant +10 STR and thus also grant +2" of Leaping. However, the Synthetic Muscles obviously don't benefit the character's mechanical legs; the character cannot use the +2" of Leaping from the BioWare and must use the +1" granted by the Cybernetic legs instead.