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Message no. 1
From: Barbie LeVile barbie@********.de
Subject: Regen and cyber was: Mist form - Ghouls - Decking
Date: Wed, 24 Feb 1999 19:42:46 +0100
Blackadder wrote:
>
> |How about cyberware inside a person before he/she becomes a vamp?
> Does it

Well read the following stuff about Regen and cyber, its from my upcomming
shifter supp, but can be used for Vamps too.

Cyber and Bioware
A shapeshifter can`t have cyber or bioware implanted. Because of the
regeneration power the surgery can`t take place, the body heals to fast for
the
surgery. The shapeshifting is another problem, the cyber would seriously
harm
the shapeshifter during shifts, maybe even killing it. However since a
minor
shifter lacks the regeneration power in its human form, implanting cyber or
bioware into them while they are in human form is possible. Such implants
will
be rejected at the first shifting. When such unfortunate shifter shifts
with the
implants still inside it, use the following rules to determine the damage to
the
shifter. Body index equals essence for this test, in case add both ratings
together. If only bioware is implanted lower the target number by two due
to the
softer build of the bioware. Roll natural body (maximal dice up to essence)
vs
(4 plus one for each essence point lost to the implant). Determine the
damage
level as per the implant surgery table. Light physical for cosmetic changes
that
don`t cost essence, medium damage for implants that cost up to 0.4 essence
points, severe damage for up to 0.99 essence points and deadly physical
damage
for all above that. Then roll essence vs the same target to check if the
shifter
will heal the damage by its regeneration power. If this roll fails, the
shifter
can die from the wound. Karma should only be allowed on a burning basis for
this
tests. This tests must be made every time the shifter shifts to animal from
with
the implants still inside it. Since the implants where made for the
metahuman
form they will case to function in the animals form. GM note: One exception
is
possible, refer to the astral bound file. This option should only be used
for
plot purposes. (If you are REALY interested in that stuff, I can post it)

Regeneration
Regeneration is handled as follows, this regeneration rules are in use
for
both NPC and PC shifters and all other critters with Regeneration as power.
If
this power works different in a particular case it will be noted in the
corresponding rules. Any physical wound not caused by drain from magical
activities, IE. spells and conjuring, will heal over the duration of one
combat
turn. Note that this is different from standard FASA regeneration rules in
which
the wound will be healed at the end of the present turn. Under this rules
the
wound will be healed at the end of the next turn. Physical drain from
magical
activities will heal at the rate of one box per minute. This reflects the
fact
that the regeneration power is based on the mana flow and that the mana flow
will be disrupted by the high drain for some time. Wounds from
vulnerability
targeting weapons will heal at the same rate as wounds from drain, for the
same
reason, disruption of the mana flow. If the overflow damage is greater then
the
maximal possible overflow, death will occur, regeneration has its limits
too.
To see if a wound will heal roll 1d6, at a result of 1 the wound will not
heal,
or with massive wounds from fire, explosions and so a roll of 1-2 indicates
a
not healing wound.

Note1: Stun damage is not effected by the regeneration power.
Note2: Karma pool use for this roll is possible, but karma pool points so
used
are permanently gone, burned.
Note3: A magical active being with regeneration must check each time a
deadly
wound is received for magic lost, regeneration will not help to prevent
this.
--
Barbie

"I'm Pentium of Borg. Precision is irrelevant.
You will be aproximated."

Further Reading

If you enjoyed reading about Regen and cyber was: Mist form - Ghouls - Decking, you may also be interested in:

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