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Mailing List Logs for ShadowRN

Message no. 1
From: Guido Ferraro <crs@****.UNITO.IT>
Subject: Bio booster armor in SR II
Date: Fri, 28 Apr 1995 15:59:35 +0100
NERPS: Dragons & Other Paranormal Entities
Bio booster armor in SR II
G-02
--------

Bio booster armor is more than just the biological equivalent of
a cybernetic powersuit: it's a _living being_, able to bond to a
(meta)human host in symbiosis. Read the interview with the folks
at MIT&M ("Bio-armor lore") for more detail.

By means of the symbiotic process, the components "add up" their
Essence, increasing their inherent power and abilities to almost
superhuman levels (or beyond). The symbiont often takes the form
of a suit or battle exoskeleton, which encloses and protects the
host - hence the definition of bio booster armor.
Many bio-armors have an impressive array of paranatural talents,
which make them fearsome opponents even for beings much stronger
than man. These powers tend to be biological rather than magical
in nature.

Host and symbiont share a deep empathic link. In some instances,
this may even cause them to behave like a single being: think of
Edward Brock, aka Venom of Marvel Comics fame.
Depending on their nature, the couple could either be physically
united all the time or simply rely on this psychic link, merging
only in times of great danger.

Referees are incited to be imaginative and develop these strange
beings in detail, especially if they plan to have one merge with
a player character. Test them to avoid munchkin-related trouble,
since they can get very powerful.
Be fair, however. The players might be slightly annoyed if every
squatter in their city can blast them into hamburger, while they
must fight with broken toothpicks a bug queen on the loose _and_
Verjigorm, the Hunter of Great Dragons.


If you need ideas, try answering to these questions:

* Does the critter look like a bizarre suit of armor, fur, or an
amorphous mass of jelly ?
* What's its color ?
* What's its size, at least under standard conditions ?
* How much is it old ? How long is its lifespan ?
* Under what circumstances the symbiont will fuse with an host ?
Does it have a "dormant" form ?
* Does anyone (including the players) know of its existence ?
* Who eventually created it, and why ?
* May the being separate itself from the host ? How ?
* What are its present whereabouts ?


Now let's get to the serious business.


GAME NOTES
[see Shadowrun 2nd edition, "Powers of the Physical Adept" (page
125), and "Powers of the Awakened" (page 214)]

Essence rating is (host's Essence + symbiont's Essence). Heavily
cybered individuals are less likely to be accepted as hosts, and
may experience problems because of their implants. Bioware works
as usual, or at least doesn't fail.

The Referee has the legitimate right (within logic) to determine
what artificial enhancements are dampened, negated or superseded
by the armor's own powers.

Maximum Initiative is 4d6 dice, while Reaction is (Quick+Int)/2;
the Enhanced physical attributes power modifies either Quickness
_or_ Reaction, not both. Reach tends to be the same of the host,
except for natural weapons like tentacles and extensible spurs.
Depending on its nature, the bio-armor may be able to protect an
allergic host from annoying substances.


Most bio-armors have the following abilities:

Enhanced physical attributes [often continously operating]
Enhanced senses
Hardened armor
Immunity to pathogens
Immunity to poison
Improved ability [as physical adept power]
Increased reflexes [as physical adept power]

Other "common" powers are:

Binding
Concealment [personal]
Energy projection [electricity, vibrations, etc.]
Engulf
Flame projection
Movement [personal]
Pain resistance [as physical adept power]
Psychokinesis
Regeneration [varies in efficiency and speed]
Venom

The Referee may opt to design allergies and vulnerabilities that
suit the "booster" (especially if the creature is very powerful)
and experiment with new powers of his or her own making.


In Astral Space, the empathic link between host and symbiont and
their shared emotions may be assensed with relative ease. If the
bond dates back to many years before or is exceptionally strong,
distinguishing auras can prove much more difficult, to the point
that either only one of the two is visible or they manifest as a
single creature.
When the couple is united, they eventually "share" access to the
Astral (and to the Metaplanes) because of the link between them,
in a way similar to the Astral Gateway power. Note that Magic is
boosted by Essence increase only if _both_ host and symbiont are
magically active, however.



More weird things will follow, be patient...

-- Gillian
crs@*****.cisi.unito.it

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.