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BODYTECH |
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GEAR |
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Ampers are the best Origin to play because
they just kick ass. Who doesn't want to
be all tricked out with wired reflexes,
knuckle spikes, dermal armor, and other
cool stuff? Stupid question man; everyone
does. |
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Ampers are humans that are technologically
enhanced via either Cybernetics, BioWare,
PharmiTech, or something more unusual (collectively
referred to as
BodyTech).
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BODYTECH |
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Ampers by their nature almost certainly
start with BodyTech.
Cybernetics are by far the most
common form of enhancement. It is not unusual
for an Amper to start off with as much Cyber
as they can afford. |
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BioWare costs more and isn't as
comprehensively capable as Cybernetics,
but some Ampers prefer the more "organic"
approach |
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Chemical enhancements are collectively called
PharmiTech and can be quite advantaging
in both the short and long term depending
on what kind of drugs are used. |
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PENG |
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CHARACTER SHEET |
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PharmiTech usually takes the form of some
kind of doping process, either long term
such as various sorts of steroids or short
term such as various performance enhancers
and "Combat Drugs" with a rapid
effect.
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Very few Ampers use Biofeedback Training. |
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STARTING BONUS |
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Ampers are expected to start play with some
mixture of BodyTech acquired during the
course of their lives prior to the start
of the campaign. However, a player making
an Amper would quickly exhaust their character's
starting credits if they took this to heart
and bought a lot of BodyTech for their character.
Thus Ampers receive special exceptions related
to the monetary costs of BodyTech that they
start play with. |
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SELL BACK RESOURCES |
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At character creation a Player making an
Amper can can opt to sell back some or potentially
all of the free Resource Pool Points that
they start play with at the same point ratio
by which such points can be bought and use
those points to pay for extra BodyTech.
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Thus, every five (5) Resource Points in
an Amper's Gear Pool could be sold back
to yield one (1) Character Point, while
every two (2) points of Contact / Follower
or Vehicle / Base Pool could be sold back
to yield one (1) Character Point.
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For instance if an Amper did not want to
have a Vehicle / Base Pool, they could sell
back the free 10 points they start with
in their Vehicle / Base Pool for five (5)
extra Character Points that can then be
used to pay the Real Cost of Cybernetics
or BioWare. |
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CYBERNETICS |
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When starting an Amper can spend any number
of character points on
Cybernetics and it is assumed that
the in-game monetary costs associated with
those enhancements have been covered in
the character's past; the Amper does not
have to also pay for these items from their
starting funds. |
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Also, as noted in the Cybernetics section,
the points from Pysical Limitations that
are offset by Cybernetics and the Cybernetic
Distinctive Feature Disadvantages do not
count against the Disadvantage Maxima of
100 points. Thus characters that have a
lot of Cybernetic replacement parts can
start play with more actual character points
than other characters, gained from Cybernetic
related Disadvantages over the limit. |
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BIOWARE |
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A starting Amper may spend any number of
character points on
BioWare, but must pay half the monetary
costs associated with the enhancements from
their starting funds. |
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PHARMITECH |
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A starting Amper may start play with any
number of long lasting
PharmiTech enhancements, but they
must pay half the monetary costs associated
with the doses they start play with from
their starting funds (PharmiTech never costs
character points). |
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However Long Term Side Effects must
be checked for each dose of PharmiTech the
Amper starts with as explained in the PharmiTech
section. |
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BIOFEEDBACK TRAINING |
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Ampers gain no special benefit or discount
for using
Biofeedback Training. |
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RESTRICTIONS |
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Ampers don't have any specific restrictions
per se, however there are many hidden downsides
to being heavily augmented. For starters,
BioWare, PharmiTech, and Cybernetics all
have intrinsic cons ranging from Distinctive
Features, Psychological Limitations, Social
Limitations, Dependencies, and even permanent
reductions in Characteristics.
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Further Cybernetics get broken and have
to be repaired or replaced representing
a long term monetary drain and are detectible
by some security devices which makes stealth
and keeping a low profile more difficult;
PharmiTech wears off and is the most potentially
damaging of all BodyTech; and while its
largely side-effect free BioWare is hideously
expensive to begin with. In all, augmented
characters have to deal with an array of
things that the unaugmented are not hampered
with.
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There are also opportunity costs involved;
most significantly Ampers can't have any
SuperSkills, which in the MetaCyber setting
includes Combat Luck and Deadly Blow (per
the
Campaign Assumptions).
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FOCUS |
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As a flavor guideline that has no game effect,
it is common for Ampers to focus more on
improving their enhancements than on their
Characteristics or learned Skills, but ultimately
that is a decision that is completely up
to the player. |