From: | shadowrn@*********.com (Allen Smith) |
---|---|
Subject: | Cerebral Myoglobin, Take II |
Date: | Fri Jun 8 15:30:19 2001 |
you to everyone who commented!
Yours,
-Allen
Cerebral Myoglobin:
This bioware, which cannot be made Cultured, is actually a set
of viruses which modifies non-neural cells in the CNS to
produce myoglobin, which holds oxygen and supplies it when
necessary. Some modifications are also done (primarily via
triggering release of various proteins) to prevent some
degree of the damage normally happening from lack of oxygen or
other injury; these are derived from research (going on
currently) on drugs to reduce the damage from stroke, spinal
injury, etcetera. The effects are as follows:
1. Add the subject's Body to the number of points of
Overdamage they can suffer without dying. For this
Body, do _not_ include Suprathyroid Gland Body (a
faster metabolism hurts on this!), but _do_ include
Bone Lacing (unless the subject has a Cyberskull,
in which case instead include any Body dice from
Integrity Enhancement). However, for each point of
Overdamage above the character's normal death
threshold, add a +1 to the TN for rolls against
Permanent Injury from Deadly Damage (SR3 pg
127-128).
2. If rolling for Permanent Injury from Deadly Damage,
no successes are rolled, and the roll for which
Attribute is damaged indicates:
A. Int or Will;
B. Qui, _if_ it isn't boosted by any cyberwear
or non-neural Bioware; or
C. Reaction, _if_ it isn't boosted by any
cyberwear or non-neural Bioware,
reroll the roll versus Permanent Injury. If the
second reroll gives 0 successes, treat it as
normal.
3. Anytime one of the following gets Attribute Stress:
A. Int or Will;
B. Qui, _if_ it isn't boosted by any cyberwear
or non-neural bioware; or
C. Reaction, _if_ it isn't boosted by any
cyberwear or non-neural bioware,
reduce the Stress by 1. This can reduce the Stress
to 0.
Stress Effects:
Light Stress: Hyperventilation causes more mental
effects than normal, due to too much oxygen.
Moderate Stress: No effect on Quickness or Reaction
Stress or Damage; halve (round up) the added
points of Overdamage before death.
Severe Stress: Double the base 60-minute time to heal
Stun damage, due to too much oxygen being
retained by the myoglobin.
Deadly Stress: It doesn't function.
The cost of this implant is affected by a couple of
factors. First, the main cost of this implant is from its
research & development; it is still under patent by Universal
Omnitech, which is using its alliance with Aztechnology to
suppress duplication of the viruses/etcetera involved (which
are otherwise quite cheap and easy to produce). It is thus
available on the black market for considerably less. [The
current SR Street Index and Availability rules don't appear to
really allow for this very well, unless I'm misinterpreting
them.] Second, GMs may wish to adjust the Bio Index (which is
somewhat arbitrary in realism terms) to allow for the
likelihood of Permanent Injury and Attribute Stress in their
games.
Bio Index: .3
Cost: 20,000 or 200,000
Availability: 10/2 months or 6/8 days
Street Index: 1
Legality: Legal
--
Allen Smith easmith@********.rutgers.edu