From: | shadowrn@*********.com (Allen Smith) |
---|---|
Subject: | Bioware (and some cyberware) thoughts |
Date: | Mon May 21 02:30:01 2001 |
rules & implants. (Before I begin, I would say that Shadowrun's
current bioware system is actually among the better ones out
there. About the only one I'd say is better is GURPS Biotech (and the
related Transhuman Space products that are in the process of coming
out), and it doesn't have the headaches of worrying about effects on
magic - at least, not with the standard GURPS magic system(s).) As per
my earlier message, sorry if any of these have been exhaustively
discussed before (I _have_ looked through the last few months of the
list's archives), and be forewarned that none of my (attempted)
answers have been playtested at all. I've also got some ideas for new
bioware and cyberware, and will post them before long for comment
before I put them up on archive.dumpshock.com.
First, I'm afraid the rules regarding neural bioware having to be
Cultured don't make much sense. At least for the brain itself, there's
_less_ concern about immunoreactivity than with any other portion of
the body. (It is, however, still at least somewhat of a concern, given
that while immune system cells _normally_ (meningitis and various
autoimmune disorders like Multiple Sclerosis being exceptions) don't
get into the brain, antibodies will (at least via the areas of the
brain - mainly associated with hormonal function - that have less of a
blood-brain barrier).) While the current listings for neural bioware
can indeed be considered to be Cultured, it should be perfectly
possible to get non-Cultured versions (reversing the normal
modifiers.) I would suggest, however, as a limit on this, that the
current limits regarding availability of Cultured bioware implantation
still be followed for neural bioware, even if it's normal-grade.
Implanting things into the brain is still going to be tricky.
(It may be argued that the Awakened would be quite sensitive
to the implantation of non-Cultured neuralware. Two possible rules to
take this into account:
A. Non-Cultured neuralware cannot give any bonuses for
magic. For instance, a Cerebral Booster that was not
Cultured would not bonus Intelligence for purposes of
magic.
B. The Awakened suffer Essence losses, equal to the added Bio
Index, if they receive non-Cultured neuralware. (This is
similar to the original Shadowtech rule on the subject.)
A combination of the above two rules may be most suitable, using the
first for neuralware likely to boost magic and the second for other
neuralware.) Conversely, Pathogenic Defense almost certainly has to be
Cultured - otherwise, you've got something that doesn't look quite
right sitting directly inside where the immune system is most
active. The doses of immunosuppressants necessary to get it to behave
would probably give the person the Weak Immune System flaw, which
would leave the system rather useless! Similarly, if Symbiotes are
capable of helping against cancer (M&M pg 59; Nanosymbiotes should
probably give the same benefit, BTW), they will need to be Cultured to
be able to recognize properly behaving cells.
Second, one problem with the original M&M rules that has been spotted
and put in the errata is that Symbiotes should not be decreasing
healing rates. However, they aren't the only bioware which shouldn't
have as much effect on healing and immunity:
A. The Digestive Expansion should not decrease immunity vs
ingested toxins;
B. The Nephritic Screen should not decrease immunity vs blood
toxins and pathogens;
C. The Pathogenic Defense should not decrease immunity vs
pathogens;
D. The Toxin Extractor should not decrease immunity vs blood
toxins; and
E. The Tracheal Filter should not decrease immunity vs inhaled
toxins.
Third, why should Kevlar Bone Lacing, which is described as being
_around_ bones and joints (and, for realism's sake, should probably
also be considered to be around various other major organs), be
incompatible with other forms of bone lacing? I suggest that it
wouldn't be.
Fourth, I can see why Flex Hands would be incompatible with the
damage-increasing effects of Bone Lacing (except for Kick Attacks
using the Martial Arts rules). Why would it be incompatible with the
armor & Body-boosting effects?
Fifth, I can see limiting the level of Encephalons for normal
characters to 2; as M&M (pg 20) states, higher-level Encephalons
exceed the ability of the brain to manipulate data. But what about
characters with an increased ability to handle such, i.e., those with
Intelligence above 6 already due to bioware, natural ability, or other
causes?
Sixth, the Trauma Damper implant is a nice one (especially for mages -
remind me to post my "enhanced mage" archetype/character at some
point). However, it's got to include somewhat more than the
description says - just damping pain et al isn't going to affect
physical injury. Various immunomodulators (mainly for the inflammatory
response) plus (if blood pressure is too low) sympathetic nervous
system effects on peripheral blood flow (to decrease bleeding) should
be added; there are sufficient side effects from these (similar to why
one feels woozy when ill, for instance) to explain the conversion to
Stun damage. I don't think this will have much game effect, however,
although GMs may wish to describe people with Trauma Dampers who've
taken physical damage that's converted into Stun as "woozy and pale"
(the pale being from the peripheral blood flow effects).
Seventh, what is the healing rate for someone with Light Physical
injuries and Nanosymbiotes? One can't decrease the healing rate to the
level below Light... Halving the base time to 12 hours would make
sense.
Eighth, it is not specified in M&M whether Symbiotes (or, for that
matter, Nanosymbiotes, although the system for them _really_ doesn't
make sense for it) help in healing Stun damage (as opposed to just
Physical damage). In Shadowtech, Symbiotes are stated to help in
healing "physical and mental" damage. I wouldn't allow them to
help with Stun damage, personally.
Yours,
-Allen
--
Allen Smith easmith@********.rutgers.edu