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BodyTech is a term that collectively refers
to all the various means of enhancing human
performance via science. There are many
approaches taken, each with relative pros
and cons but the basic premise behind each
is the same: to take a human being and make
them better by applying the precepts of
some technology. |
In the technocrazed world of MetaCyber its
not just an idea, its a big business. Billions
of credits are spent on BodyTech annually,
and correspondingly a lot of credits are
spent in R&D by many companies trying
to stay at the bleeding edge of the market.
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SCOPE |
BodyTech can definitely grant some useful
abilities, but there are just as definitely
limits to what it can do. |
Further, it is not intended for characters
using BodyTech to overshadow other Origins.
Their Powers should be a viable means towards
competency and relevance within a campaign,
but not the ultimate means. BodyTech should
be roughly comparable to other options of
character design of equivalent investment. |
TYPES OF BODYTECH |
There are four main categories of BodyTech
currently in use in the MetaCyber setting:
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Cybernetics: the process of replacing
body parts with metal or silicon based electronic
devices. By far the most common form of
BodyTech
-
BioWare: the process of replacing
body parts with synthetically created organic
equivalents. Bleeding edge and expensive,
and thus not as common.
-
PharmiTech: the process of augmenting
the body via the use of chemicals and pharmaceuticals.
Not as popular due to side effects, but
the cheapest form of BodyTech and thus common.
-
Biofeedback Training: the process
of using NET based training sessions to
teach a persons body new skills at a subconscious
level over a period of time. Faster than
learning things the traditional way, but
requires special equipment and time and
is thus uncommon.
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CHARACTERISTICS |
Various types of BodyTech can boost some
Primary and Secondary Characteristics as
noted. However there are some common restrictions
to such boosts. |
NO FIGURED CHARACTERISTICS |
Primary Characteristics that have Figured
Characters provided by BodyTech must take
the No Figured Characteristics Limitation. |
STRENGTH |
Regardless of Active Point caps and other
circumstances BodyTech cannot allow a character
to have more than 50 STR, total. Note that
this may be too high for some GM's games,
and individual GM's might lower this cap.
Check with your GM before purchasing extreme
BodyTech. |
PUSHING |
Characters cannot Push Strength gained from
Cybernetics or PharmiTech under any circumstance.
Strength gained from BioWare can be Pushed. |
STACKING |
Strength from different types or multiple
applications of BodyTech do not stack, it
adds based upon total lifting capacity (described
below).
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Generally speaking a character gets the
benefit of the higher level of Strength
available to them from BodyTech and up to
+5 STR from other forms of BodyTech Strength
based upon total lifting capacity, but Cybernetics
can play havok with this rule of thumb.
If a character has a Cybernetic limb or
limbs, they can only use the Strength level
provided by that limb for tasks that solely
use that limb. If performing a task that
uses more of their body and they have a
higher level of Strength in general, then
they may use up to +5 more Strength than
the Cybernetic limb alone grants. |
If the Cybernetic limb is stronger than
the rest of the body in general, then the
reverse is true. The character uses the
lower level of Strength and up to +5 more
Strength from the Cybernetic limb(s) unless
they are performing a task that only uses
their Cybernetic limb, in which case they
may use the full Strength of the limb. |
EXAMPLE 1: |
A character with 15 STR has a Cybernetic
arm that has a 30 STR, and further the character
also has Synthetic Muscles granting another
+5 STR.
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- For tasks involving only the Cybernetic
arm the character may use 30 STR.
- For tasks involving other parts of the character's
body including the Cybernetic arm, the character
may use up to 25 STR.
- For tasks involving other parts of the character's
body not including the Cybernetic arm, the
character may use up to 20 STR
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EXAMPLE 2: |
A character with 15 STR has a Cybernetic
arm that has a 25 STR. During combat the
character takes some PharmiTech combat drugs
that temporarily boosts him to 35 STR. |
- For tasks involving only the Cybernetic
arm the character may use 25 STR.
- For tasks involving other parts of the character's
body including the Cybernetic arm, the character
may use up to 30 STR.
- For tasks involving other parts of the character's
body not including the Cybernetic arm, the
character may use up to 35 STR
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ADDING STRENGTHS |
To determine how much extra Strength is
gained, take the character's base STR and
add it to each form of BodyTech they benefit
from, and consult the Strength Chart to
determine the lifting capacity of each seperate
unit of STR. Add the lifting capacities
of the various Strength levels together
and find the level of Strength required
to lift that much weight to determin the
character's effective STR. |
The effective STR cannot exceed the highest
unit of Strength + 5, even if the character
is benefiting from three types of BodyTech
simultaneously. |
EXAMPLE 1: |
If a character had a base 10 STR, was using
PharmiTech granting +10 STR, and had Synthetic
Muscles granting +5 STR this would be considered
as a 15 STR and a 20 STR. Consulting the
Strength Chart a 15 STR can lift 200kg,
and a 20 STR can lift 400kg, which added
together is 600kg; it takes a 23 STR to
lift 600kg, thus the character has an effective
23 STR, not a 25 STR from 10 + 10 + 5. |
EXAMPLE 2: |
If the same character later upgraded their
Synthetic Muscles to a version that grants
+10 STR, this would be considered as a 20
STR and a 20 STR. We already know that a
20 STR can lift 400kg, so this works out
to 800kg; it takes a 25 STR to lift 800kg,
thus the character has an effective 25 STR,
not a 30 STR from 10+10+10. |
EXAMPLE 3: |
If the same character later took better
PharmiTech and gained a +20 STR boost, this
would be considered as a 30 STR and a 20
STR. We already know that a 20 STR can lift
400kg, and a 30 STR can lift 1,600kg so
this works out to 2,000kg; it takes a 33
STR to lift 2,000kg, thus the character
has an effective 33 STR, not a 40 STR from
10+20+10. |
MOVEMENT |
BodyTech can be used to enhance a character's
Run, Swim, and Leap statistics. However
no more than 20 Active Points can be applied
to improve Running, Swimming, or Leaping
regardless of any general rules regarding
Active Point caps affecting a particular
form of BodyTech.
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STACKING |
Enhancements from various types of BodyTech
that enhance movement do not stack. A character
uses the better enhancement of those available
unless one of the enhancements is from Cybernetics,
in which case they must use the Cybernetic
enhancement. |
EXAMPLE: |
A character has Cybernetic legs that grant
+1" of Leaping, among other abilities.
The character also has Synthetic Muscles
that grant +10 STR and thus also grant +2"
of Leaping. However, the Synthetic Muscles
obviously don't benefit the character's
mechanical legs; the character cannot use
the +2" of Leaping from the BioWare
and must use the +1" granted by the
Cybernetic legs instead. |