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BODYTECH
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GEAR
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Ampers are the best Origin to play because they just kick ass.
Who doesn't want to be all tricked out with wired reflexes,
knuckle spikes, dermal armor, and other cool stuff? Stupid question
man; everyone does.
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Ampers are humans that are technologically enhanced via either
Cybernetics, BioWare, PharmiTech, or something more unusual
(collectively referred to as
BodyTech).
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BODYTECH
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Ampers by their nature almost certainly start with BodyTech.
Cybernetics
are by far the most common form of enhancement. It is not unusual
for an Amper to start off with as much Cyber as they can afford.
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BioWare
costs more and isn't as comprehensively capable as Cybernetics,
but some Ampers prefer the more "organic" approach
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Chemical enhancements are collectively called
PharmiTech and can be quite advantaging in both the
short and long term depending on what kind of drugs are used.
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PharmiTech usually takes the form of some kind of doping process,
either long term such as various sorts of steroids or short
term such as various performance enhancers and "Combat
Drugs" with a rapid effect.
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Very few Ampers use Biofeedback Training.
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STARTING BONUS
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Ampers are expected to start play with some mixture of BodyTech
acquired during the course of their lives prior to the start
of the campaign. However, a player making an Amper would quickly
exhaust their character's starting credits if they took this
to heart and bought a lot of BodyTech for their character. Thus
Ampers receive special exceptions related to the monetary costs
of BodyTech that they start play with.
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SELL BACK RESOURCES
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At character creation a Player making an Amper can can opt to
sell back some or potentially all of the free Resource Pool
Points that they start play with at the same point ratio by
which such points can be bought and use those points to pay
for extra BodyTech.
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Thus, every five (5) Resource Points in an Amper's Gear Pool
could be sold back to yield one (1) Character Point, while every
two (2) points of Contact / Follower or Vehicle / Base Pool
could be sold back to yield one (1) Character Point.
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For instance if an Amper did not want to have a Vehicle / Base
Pool, they could sell back the free 10 points they start with
in their Vehicle / Base Pool for five (5) extra Character Points
that can then be used to pay the Real Cost of Cybernetics or
BioWare.
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CYBERNETICS
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When starting an Amper can spend any number of character points
on Cybernetics
and it is assumed that the in-game monetary costs associated
with those enhancements have been covered in the character's
past; the Amper does not have to also pay for these items from
their starting funds.
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Also, as noted in the Cybernetics section, the points from Pysical
Limitations that are offset by Cybernetics and the Cybernetic
Distinctive Feature Disadvantages do not count against the Disadvantage
Maxima of 100 points. Thus characters that have a lot of Cybernetic
replacement parts can start play with more actual character
points than other characters, gained from Cybernetic related
Disadvantages over the limit.
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BIOWARE
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A starting Amper may spend any number of character points on
BioWare,
but must pay half the monetary costs associated with the enhancements
from their starting funds.
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PHARMITECH
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A starting Amper may start play with any number of long lasting
PharmiTech
enhancements, but they must pay half the monetary costs associated
with the doses they start play with from their starting
funds (PharmiTech never costs character points).
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However Long Term Side Effects must be checked for each
dose of PharmiTech the Amper starts with as explained in the
PharmiTech section.
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BIOFEEDBACK TRAINING
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Ampers gain no special benefit or discount for using
Biofeedback Training.
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RESTRICTIONS
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Ampers don't have any specific restrictions per se, however
there are many hidden downsides to being heavily augmented.
For starters, BioWare, PharmiTech, and Cybernetics all have
intrinsic cons ranging from Distinctive Features, Psychological
Limitations, Social Limitations, Dependencies, and even permanent
reductions in Characteristics.
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Further Cybernetics get broken and have to be repaired or replaced
representing a long term monetary drain and are detectible by
some security devices which makes stealth and keeping a low
profile more difficult; PharmiTech wears off and is the most
potentially damaging of all BodyTech; and while its largely
side-effect free BioWare is hideously expensive to begin with.
In all, augmented characters have to deal with an array of things
that the unaugmented are not hampered with.
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There are also opportunity costs involved; most significantly
Ampers can't have any SuperSkills, which in the MetaCyber setting
includes Combat Luck and Deadly Blow (per the
Campaign Assumptions).
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FOCUS
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As a flavor guideline that has no game effect, it is common
for Ampers to focus more on improving their enhancements than
on their Characteristics or learned Skills, but ultimately that
is a decision that is completely up to the player.
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