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While Cybernetics are the most common form
of BodyTech, no one doubts that BioWare
will be its eventual successor. Bleeding
edge technology, BioWare got its start a
mere eight years ago in the form of the
first commercially viable Synthetic Muscles.
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The technology is still very limited, but
recent breakthroughs have included the ability
to make synthetic organs for both replacement
and improvement, and many labs across the
world are working on developing processes
to create synthetic limbs and eyes. It's
only a matter of time, really.
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COSTS OF OWNERSHIP |
Unlike normal equipment, BioWare costs both
character points and money. A character
must pay the Real Cost of all their BioWare
and in addition pay a hefty fee for the
surgical procedures required to add them.
While Cybernetics aren't cheap, BioWare
makes them seem like a bargain.
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The adjoining table gives "rule
of thumb" guidelines as to how much
BioWare should cost in credits.
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Simply enter the Real Cost and Active Points
of a particular type of BioWare and select
the rarity from the list, and the credit
cost will be calculated for you automatically. |
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Some types of BioWare described below are
listed with prices that do not match the
results of the calculator; these forms of
BioWare are either unusually rare / expensive
or vice versa are more commonly available
than most BioWare and are priced accordingly.
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HEALED NOT REPAIRED |
A significant advantage BioWare enjoys over
Cybernetics is that they have some limited
ability to be healed by the body's normal
processes. Essentially if an equivalent
normal organ or muscle would heal then a
BioWare version is able to do so as well.
More extensive damage requires appropriate
medical care to correct, or replacement. |
SURGICAL RECOVERY |
It can take weeks or months to recover from
major surgeries, with a convalescent period
followed by physical therapy. Depending
on how serial or episodic a GM wants their
game to be this can be an inconvenience
to pacing and plot. It is left to the GM's
discretion how best to portray recovery
from Cybernetic surgery for their own campaign. |
As a rule of thumb however it is recommended
that it take a number of days of recovery
equal to the highest Active Points of any
of the Powers in a particular enhancement
minus the character's CON (do not include
any CON acquired via BodyTech however).
Special circumstances like the Extra Healing
Talent can shorten this further, but no
more than half in most cases. Some extreme
BioWare might take much longer to recover
from where common sense indicates it is
appropriate. |
While recovering a character is considered
to be in a physically weak state and generally
unable to take actions requiring any amount
of exertion, the extent of which will depend
on exactly where the character had work
done. A character can recover from multiple
surgeries simultaneously, thus it is common
for people to save up their money and have
several things done all at once. |
BIOWARE POWER DESIGN |
There are currently only a few forms of
BioWare enhancements available, however
some general guidelines apply to all of
them. |
ORGANIC |
Unlike Cybernetics, BioWare is organic;
thus it is not appropriate to apply the
Foci Limitation to BioWare enhancements
and they are not affected by EMP's; however
in some rare cases they can be Physically
Restrained.
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ACTIVE POINT LIMITS |
BioWare enhancements have a cap of 45 Active
Points per Power.
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PHYSICAL LIMITATIONS AND BIOWARE |
BioWare is not yet sufficiently sophisticated
to replace limbs or eyes, but they can replace
most internal organs including the lungs
and heart. If a character suffers a serious
injury requiring an organ replacement and
is able to afford a BioWare replacement,
the GM shouldn't bother applying a Physical
Limitation to the character and treat it
as a wash; the BioWare organs are just as
good as the real thing. |
Replacement organs cost ~5,000,000 credits
each. Some hospitals offer "reasonable"
payment plans. |
HIT LOCATIONS AND BIOWARE |
BioWare rarely has a specific Hit Location,
and are not designed as devices, thus they
cannot be directly targeted. |
CHARACTERISTICS |
BioWare can be used to enhance Strength,
Dexterity, Constitution, Body, Speed, Running,
Swimming, and Leaping. However there are
limitations on how much these characteristics
can be improved. |
BIOWARE STRENGTH |
BioWare can grant sizable boosts in Strength
via a combination of Synthetic Muscles and
/ or a Boosted Adrenal Gland and usually
the Strength gain is over the entire body.
BodyTech Strength is explained in detail
on the
BodyTech page. |
The Strength boosts from Synthetic Muscles
and Adrenal Glands are considered as two
seperate Strength boosts and do not stack.
They add together as explained on the
BodyTech page.
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If a character has more than +10 Strength
from BioWare they must apply the Visible
Limitation to it at -1/4; such extreme musculature
does not look natural and it is obvious
to the naked eye that the character has
enhanced Strength. Further only well equipped
facilities can grow the necessary grafts
and perform the delicate surgeries to grant
this level of SyntheticMuscles; thus the
Uncommon option is used on the BioWare cost
calculator. |
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SYNTHETIC MUSCLES: |
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Synthetic Muscles: +5 STR (5 Active
Points); No Figured Characteristics (-1/2);
Real Cost: 3 points, 75,000 credits |
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Synthetic Muscles: +10 STR (10 Active
Points); No Figured Characteristics (-1/2);
Real Cost: 7 points, 350,000 credits |
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Synthetic Muscles: +20 STR; 0 END
(+1/2) (30 Active Points), No Figured Characteristics
(-1/2), Visible (-1/4); Real Cost: 17 points,
5,355,000 credits |
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Synthetic Muscles: +30 STR; 0 END
(+1/2) (45 Active Points), No Figured Characteristics
(-1/2), Visible (-1/4); Real Cost: 26 points,
15,795,000 credits |
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NO FIGURED CHARACTERISTICS |
Any Primary Characteristic bought as a Power
via a BioWare device that has Figured Characteristics
must take the No Figured Characteristics
Limitation for -1/2.
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BIOWARE SPEED |
BioWare can grant a sizeable Speed boost,
but any Speed bought as BioWare must take
the Costs Endurance Limitation at -1/2.
Further only well equipped facilities can
grow the necessary grafts and perform the
delicate surgeries to grant this ability;
thus the Uncommon option is used on the
BioWare cost calculator. |
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SYNTHETIC MUSCLES: |
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Synthetic Muscles: +2 Speed; Costs
END (-1/2) (20 Active Points); Real Cost:
13 points, 7,800,000 credits |
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Supreme Synthetic Muscles: +4 Speed;
Costs END (-1/2) (40 Active Points); Real
Cost: 27 points, 12,960,000 credits |
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NOTE: When using Speed that Costs
END, a character must pay the Endurance
for the extra Speed each Phase in the Turn
that they are using the extra Speed. This
can get to be quite tiring and contributes
very heavily toward a character losing Long
Term Endurance. |
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BIOWARE MOVEMENT |
BioWare can greatly enhance a characters
ability to Run, Swim, and Leap. However
the 45 Active Point cap for BioWare in general
does not apply in this case; no more than
20 Active Points can be applied to improve
Running, Swimming, or Leaping. Only well
equipped facilities can grow the necessary
grafts and perform the delicate surgeries
to grant these abilities; thus the Uncommon
option is used on the BioWare cost calculator. |
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SYNTHETIC MUSCLES: |
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Synthetic Muscles: +10" Running
(20 Active Points); Real Cost: 20 points,
3,600,000 credits |
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SKILLS |
BioWare cannot be used to grant Skills...yet.
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TALENTS |
BioWare cannot be used to grant Talents.
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POWERS |
BioWare can be used to grant Powers to a
character in some circumstances, but there
are still significant limitations to what
can be gained in this fashion.
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POISON AND ACIDIC
ATTACKS |
BioWare glands that produce powerful Acids
are available. These glands are capable
of secreting acids that can either be delivered
via contact or in spit out depending on
what style they are. Similarly BioWare venom
sacs are available allowing a person to
deliver a venomous bite. |
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UNUSUAL BODY FLUIDS: |
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Poison Bite: Killing Attack - Hand-To-Hand
1d6 (vs. NND), No Normal Defense (LS: Immunity
to Poison, CON 21+; +1), Does BODY (+1)
(45 Active Points); Must Hit Flesh Location
(-1), No Knockback (-1/4); Real Cost: 20
points, 8,100,000 credits |
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Acid Touch: Drain BODY 1d6 (standard
effect: 3 points), Personal Immunity (+1/4),
Delayed Return Rate (points return at the
rate of 5 per Century; +3 1/4) (45 Active
Points); Extra Time (Full Phase, Only to
Activate, -1/4); Real Cost: 36 points, 14,580,000
credits |
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Stinging Sweat: Sight Group Flash
4d6, Area Of Effect (4" Any Area; +1
1/4) (45 Active Points); No Range (-1/2),
All Hexes Must Be Adjacent To Self (-1/2);
Real Cost: 22 points, 8,910,000 credits |
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ENHANCED PHYSIOLOGY |
By replacing certain glands and / or organs
with vat grown equivalents, BioWare can
grant greatly improved biological functioning.
This form of BioWare is in high demand and
thus its expense is far greater than one
would normally expect. The available improvements
currently available are: |
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SUPERIOR ANATOMY: |
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BioWare Lungs: Life Support (Extended
Breathing 1 END per Hour) (5 Active Points);
Real Cost: 5 points, 1,000,000 credits |
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BioWare Digestion: Life Support (Eating:
Character only has to eat once per week)
(1 Active Point); Real Cost: 1 point, 500,000
credits |
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BioWare ATP: Life Support (Sleeping:
Character only has to sleep 8 hours per
week) (1 Active Point); Real Cost: 1 point,
500,000 credits |
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BioWare Insulation: Life Support
(Safe in Intense Cold) (2 Active Point);
Real Cost: 2 points, 500,000 credits |
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BioWare Heat Dispersion: Life Support
(Safe in Intense Heat) (2 Active Point);
Real Cost: 2 points, 500,000 credits |
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BioWare Equilization: Life Support
(Safe in High Pressure) (1 Active Point);
Real Cost: 1 point, 250,000 credits |
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BioWare Blood Alcohol Filter: Life
Support (Immunity: Alcohol) (3 Active Point);
Real Cost: 3 points, 1,000,000 credits |
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BioWare Anti-Flu gland: Life Support
(Immunity: Common Cold/Flu) (2 Active Point);
Real Cost: 2 points, 750,000 credits |
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BioWare Immuno System: Life Support
(Immunity: All terrestrial diseases and
biowarfare agents) (10 Active Point); Real
Cost: 10 points, 5,000,000 credits |
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BioWare Comprehensive Blood Filter:
Life Support (Immunity: All terrestrial
poisons and chemical warfare agents) (10
Active Point); Real Cost: 10 points, 5,000,000
credits |
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BioWare Anti-Oxidant and Cell-booster Gland:
Life Support (Longevity: Age at 1/2 Rate)
(1 Active Point); Real Cost: 1 points, 1,000,000
credits |
NOTE: The slowed aging takes effect
after the gland is implanted; thus if a
recipient were already elderly, they would
not realize as much benefit as a person
that was still young.
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ADRENAL GLAND ENHANCEMENT |
A favorite with Runners, one of the best
selling forms of BioWare among those that
can afford such things are Adrenal Boosters,
BioWare replacements for adrenal glands
able to produce much greater quantities
of adrenaline on demand. However using Adrenal
Boosters is very tiring, so only a short
burst of activity is possible for most people
and it also takes a couple of seconds of
focusing for the adrenaline to start flowing. |
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ADRENAL BOOSTER: |
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Adrenal Booster: Succor 1d6, STR,
DEX, CON, STUN simultaneously (+1), Invisible
Power Effects (Fully Invisible; +1) (15
Active Points); Self Only (-1/2); Real Cost:
10 points, 900,000 credits |
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Adrenal Booster: Succor 2d6, STR,
DEX, CON, STUN simultaneously (+1), Invisible
Power Effects (Fully Invisible; +1) (30
Active Points); Self Only (-1/2); Real Cost:
20 points, 4,200,000 credits |
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Adrenal Booster: Succor 3d6, STR,
DEX, CON, STUN simultaneously (+1), Invisible
Power Effects (Fully Invisible; +1) (45
Active Points); Self Only (-1/2); Real Cost:
30 points, 12,150,000 credits |
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NOTE: When using Succor a character
must pay END for it each Phase in addition
to any other END they are spending for the
actions they take that Phase. It is very
easy for characters to start burning Long
Term Endurance when using Succor in this
fashion. |
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BIOWARE VISION |
BioWare is not yet able to make completely
synthetic eyes, but the MegaCorp Yoshiro
has developed a process of making synthetic
lenses that can be fitted to an existing
eye via a surgical technique. This is a
rare upgrade currently, and it is disproportionately
expensive. |
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SURGICAL VISION ENHANCEMENTS: |
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Low-Light Retinal Filters: Nightvision;
Real Cost: 5 points, 250,000 credits |
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Auto-Polarizing Retinal Filters:
Flash Defense (Sight) 5 points; Real Cost:
5 points, 250,000 credits |
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20/10 Correction: +2 PSLs to Offset
Range Modifier All Attacks; Real Cost: 6
points, 360,000 credits |
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20/10 Correction +2 PER with Sight
Group; Real Cost: 4 points, 240,000 credits |
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ENHANCED EXISTENCE |
There really isn't a down side to BioWare.
It can usually be detected with a routine
medical examination, but other than that
its a very non intrusive technology.
The following Disadvantage must be taken
by those with BioWare. If taken during character
creation it counts towards the character's
Disadvantage total and the points for it
are gained; if it is added after play starts
the character does not get the points for
it.
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ENHANCED: |
Distinctive Feature:
BioWare Enhanced; Detectable with Special
Equipment; Not Distinctive In Some Cultures,
Not Concealable; -5 points |
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