Showing posts with label cyberware/bioware. Show all posts
Showing posts with label cyberware/bioware. Show all posts

Monday, December 27, 2010

New Bioware

Avalon Regenerware-
These are special bioware cultures that replicate the regeneration abilities of shapeshifters. While not particularly strong, they still provide better than *no* regeneration. Level 1 provides 1 box of regeration, Level 2 provides 3 boxes, and Level 3 provides 5 boxes of regeneration, and also treats all cyberware implanted after it as if it was done by "exceptional surgury".
Level 1____$50,000____2 Bio Index
Level 2____$75,000 ___ 3 Bio Index
Level 3___$150,000____5 Bio Index

Shinra Psiware-
Shinra has developed special ways of "awakening" people via bioware implants, basically turning them into mages. Their magic is very limited, but still better than none, to some. Too much, however, risks turning them insane, so this is added to people with caution. Each level gives you either 1 magic rating as a full mage, or 1.5 magic rating as an aspected conjurer or sorcerer (round down). Magic granted in this way is always hermetic. Magic above 6 grants 1 metamagic technique automatically for each point. Magic skill dice must be purchased seperately via skills. This magic cannot be improved via initiation, but is not interfered with by bio index or essence lost.
Psiware__Bio Index (Rating)+2___Cost (Rating^2)*100,000
So rating 1 psiware has a bio index of 3 and costs $100,000, while rating 6 has a bio index of 8 and costs $3,600,000 (but gives you a magic rating of 9 for an aspected mage, with 3 metamagic techniques).
While ratings above 6 may be available, it will likely go above the possible bio index for most characters as well as cost much more than they can likely spend.

Renraku Focus Enhancer
This allows people to better focus themselves to a task, at the expense of other things. Each level gives you +1 die to a given task, but also removes 1 die away from all other tasks and perception rolls while this is in effect. Particularly useful for riggers and deckers who may not need other skills available at a time, though some craftsmen have been known to make use of this as well.
Focus Enhancer__Bio Index: R*.5__Cost R*$5000.
Note: Any skill brought below 1 die by this cannot be used at all- even perception!

FamilyWare
This piece of bioware can either increase or decrease fertility in a person. While surgury can easily render a person sterile, this bioware links with the intellectual capacity of a person, so that their desire for pregnancy is linked to their fertility, but not to their performance. With a male, this only really is used to prevent pregnancy, unless they have some concern with being unable to normally conceive. With a female, this can help her conceive or not, effectively putting her in control of her own body.
Bio Index: .5 Cost: $3500

Essence Hider
ShinraCorp developed this piece of bioware as "protection" against certain hostile magics and spirits. Each rating "hides" one piece of essence, making the target look less attractive as a blood supply to vampires, tricking astral perception, and making it more difficult for them to be possessed by spirits. Any ability which detects or targets essense goes off the lower amount, and spirits (and projecting mages) get a +1 TN penalty per level for any action while possessing the body, or during the possession itself (inlcuding the stunning astral combat). Of course, this also interferes with the mage's own spells via the bio index and "lost" essence, but this essence isn't really gone, so this doesn't prevent the mage from getting cyberware or anything.
Bio Index: Rating*1, Cost: Rating*$2,500



Friday, December 17, 2010

Nano Machines

Nanomachines are a special form of cyberware that represents microscopic robots that perform functions within your body. Like cyberware, they have an essence cost (and thus may be available in expanded grades) though used nanomachines are impossible, since it's impossible to collect them all.

Nanomachines are implanted either surgically or using an injection method. Nanomachines are usually programmed to repair each other and construct new machines as the need arises (such as due to blood loss). Only certain nanos can accept an injection method. (Counter-nanos always can).

Vulnerability to Electricity: If you take damage from an electricity attack (or are in the blast of an emp), the nanomachines must roll their rating against the power of the attack. Every box of damage they "take" renders them inactive for 1 minute. Every box of stun damage renders them inactive for 1 round.

Essence: The essence cost of the nanomachines is based on their active rating. If the rating is decreased (due to counter nanos) or if the nanomachines are completely disabled/destroyed, the essence cost is restored as the machines eventually leave the bloodstream. In this way it is more similar to bio index than an actual essence cost. A person can still die if they have 0 essence due to nanomachines, however. Robots cannot use nanomachines.

Following are a list of nanomachines.

Destructive: Such machines are entered and await a given order (much like a cranial bomb). Once the order is given they begin destroying the host body, who must resist (Rating)M physical damage each round until they die. Such nanites take time to enter the body, the order may be given immediately, however they must wait at least 24 hours before they start attacking the cells- which should be enough time to implant counter-nanos. Must be implanted surgically. Essence: 0.1 Cost: R*$5,000.

Counter-Nano: Such machines are implanted and begin battling existing nanomachines. Each counter is designed to defeat a specific kind of nanomachine (and ignore others). They roll their rating against the rating of the other machine. Each net success lowers the rating of the machine by 1 until one is destroyed, much like a banishing contest. During this time the nanos being countered are not operational. It's possible to have counter-counter nanos already implanted. Essence: 0.15 Cost: R*$2000.

Regenerative: Such machines attempt to heal damage you incur. Every hour they can make a biotech roll using their rating as their skill ranks to repair damage in you, regardless of your wound level or activity level (as long as you are not dead). Unlike most healing, they may attempt the same wounds over and over. They also provide their dice to suppliment and recovery check you make normally. Essence: 0.1/rating. Cost: R*5000

Boosting: Nanos may attempt to boost a physical skill or intelligence, by modifying your body's makeup. This boost is considered a cybernetic boost. They basically roll as if using "improve attribute" spell with a number of dice equal to their rating. (So rating 12, best case, can improve a stat by 6). This boost is immediately lost if nanos are disabled. The successes are rolled when implanted and maintain indefinately from then on, so you may pay for a much higher rating than you actually need. You will need to disable the old machines (via counter) before you can attempt a new implantation. Essence: 0.15*R Cost: $7000*R

Repairing: Such nanos may repair malfunctioing or broken cyberware in your system. They make B/R checks every minute that cyberware is broken in an attempt to repair it, using their rating. Essence: 0.2 Cost: $4000*R

Thursday, December 16, 2010

Robot Characters

A robot character is a special form of artifical intelligence which has become self aware. It's a race to be chosen at character creation.

Robot (20 build points)
A robot generally has a humanoid structure, though this need not be the case. A robot is "upgraded" and "outfitted" with a variety of capabilities through spending money or build points on the robot's structure. Robots have several advantages and disadvantages.

No Essence: For good or ill, they're not alive. They have no essence score. As such they cannot be mages. They can, however, have all the cyberware they want, limited only by what may not realistically fit within their frame.

Non-Living: Not being alive, they need not eat, breathe, or drink. They do need to sleep, which represents going into a hybernation mode while their internal battery recharges. If destroyed they can be repaired, though this requires their body to be recovered and repairs to be made (see repairing, below). If repaired from a deadly physical wound, they must roll 1d6. On a roll of 1, their memory was damaged and they lose all AI (being effectively dead). If the head was especially damaged (or removed), a 1 or 2 on the 1d6 roll leaves them permanently dead.

Not being alive, the have no aura, no thoughts, and are immune to most non-physical spells. Their virtual intelligence allows them to make attempts to overcome physical spells (like illusions) like a normal character. They cannot have bioware.

Being non-living, they are also immune to stun damage, taking damage the same as objects or vehicles. They are also immune to poisons, gasses, disease (HMVV), etc. Likewise, they cannot benefit from stim patches, or healing spells. They do not recover from damage normally, they must be repaired.

SINless: They are not alive, and do not have any rights. Robots may be viewed as property when it comes to the law, and sometimes another shadowrunner might end up being blamed for the actions of his "property". Not having rights, they are just as likely to be shut down or destroyed if captured (or reprogrammed!).

Vulnerability to Rigging/Decking: A rigger may attempt to take control of a robot's body the same way as a mind control spell, using the robots intelligence to resist and using the rigger's ranks in pilot drone as the force. The threshold is half the robot's intelligence.

A decker may attempt to modifiy or read the memory of a robot like the modify/read memory spell in the same way, using computers ranks in place of the force of the spell. This requires being physically plugged into the robot, which usually means disabling it.

Repairing:Repairing a robot requires B/R mechanical skill. The base time is 1 hour per box to be repaired. (So if there are 10 boxes of damage, this takes 10 hours, even if only 3 end up being repaired) Roll a B/R mechanical test, TN = 1 + number of damage boxes (including overflow). Each success repairs 1 box of damage. This can be re-attempted for further time and healing.

Edges/Flaws: Certain edges and flaws cannot apply to robots at GM discresion.

Construction:
Robots build skill points and attributes the same as any other character. Their race is "robot" and they cannot be magicians. They may gain wealth resources normally which represents the amount of extra equipment that went into the robot. They cannot be mutant.

A robot can also purchase "robo-perks" with build points, described below:

Armor: A robot can spend 1 build points to gain 1 point of ballistic OR impact armor. Each is capped at the robot's body. He can spend 3 build points/point to instead have "hardened" versions of the armor.

Limbs: A robot is assumed to be bipedial, with 2 arms and 2 legs. He may also have:
Treads: Replaces feet, cannot be tripped, goes very slowly via stairs.
Propellors: Head propellors allow helicopter-like flight. Costs 10 BP.
Jet Pack: Allows very fast jet pack flight and hovering. Costs 20 BP. Very, very loud.
Additional Limbs: Each extra arm costs 5 BP, each extra leg costs 10 BP.
Wheels: Replaces feet, allows robot to move at car speeds on roads and other flat surfaces. Does not negotiate stairs. 10 BP.

Appearance: Base robots have a CHA of 1 and are obvious robots. Robots without extra limbs may appear as a human (male or female). 1 BP allows the appearance of a person and the ability to buy CHA. 5 BP allows the robot to "fully function" as a human would be expected to, and may be difficult to tell apart from humans (except via astral perception). Without appearance, robots have difficulty disguising themselves as humans (but as equipment...).

Skills: Robots purchase skills normally using build points.
Attributes: Robots buy attributes normally using build points. They have no racial maximum.

Size: Robots are assumed to be the same size as humans. They can be smaller, or larger. Each size category away from medium (use D&D terms) costs 1 point per category away, so:
Small/Large : 1 BP
Tiny/Huge: 3 BP (1 to go to small, 2 to go to tiny)
Robot PCs cannot be above huge or smaller than tiny. Large robots suffer penalties to stealth and disguise rolls as other characters do.


Improving Robots: Robots use karma to improve themselves like ordinary characters, with the following exceptions.

Attributes: Robots have no racial max or max attributes- they can always gain more intelligence or strength. They can benefit from Improved Cybernetic Attribute spells also, though the force of the spell must be at least 10 to affect them. (Also the essence of 0 makes the target number very high).

Skills: Robots can purchase skills normally with karma, but their attribute is irrelevant to skill cost- their skill always costs an amount of karma as if they had the lower initiative rating. Robots can use B/R mechanical to repair themselves, but the wound penalties apply to this roll, and it assumes they're "conscious".

Equipment: Robots can use weapons, armor, cyberware, and other equipment normally. They are not assumed to have "internal memory" for storing digital information (including recorded video) unless this is specially installed- all internal memory is used to run their systems and record "memories" for themselves in data format, which is not easily translated back into video. They perceive things normally and are not assumed to have photographic memory (though they can take that edge). They also may learn most skill tricks normally.

Karma Pool: Robots gain karma pool at 1 point every 25 points of good karma, lower than anyone else. Of course, it's hard for equipment to catch a break from the divine!

Jobs and Contacts: It's difficult for robots to maintain contacts and jobs, having no SIN and being regarded as property. Their contacts are generally assumed to be "forward thinking", though it is difficult for a robot to be taken seriously. Treat them as if they have stigma.

Electricity: Electricity attacks have +1 power against robots, and any which deals stun damage does physical damage to robots without a power reduction.

Lifestyles: A robot needs much less to survive- a power source and a place to "sleep". Lifestyle costs for robots are reduced by 20%. They cannot have better than a low lifestyle without GM approval (as robots don't buy houses and have no SIN). If lifestyle edges/flaws are used, feel free to remove living space and/or food from the cost association of lifestyles, but assume they need to live somewhere with reliable energy.

Karma Sharing: Robots earn karma as normal, but cannot share karma with spirits, mages, etc. (Perhaps it should be spelled Car-ma).

Hazards: Robots are generally water-proof, and can exist in most hot and cold temperatures without problems, however, any temperature that can cause actual damage to a human can also damage the robot's circuits and cause damage. A robot suffers wound modifiers as normal due to "malfunctioing" rather than pain. They are generally immune to mind effecting effects and fear (though they can express emotions, they don't necessarily "feel" them. Emotion for them is a logical process).

Wednesday, December 8, 2010

New Cyberware

Combat Calculator:
This is a piece of headware that combines various perception types (such as high-frequency, low frequency hearing, ultasound vision, infrared vision, etc) and combines them into a combat computer to help you maintain combat.

The calculator gets adds 1 die of combat pool for every perception type you have granted via cyberware. (Regular vision and hearing count only if you have cybereye or cyberear replacement). Relevant perceptions are: ultrasound, infravision, normal vision, high frequency hearing, low frequency hearing, normal hearing, improved olfactory, selective sound filter, and perhaps some others at GM discresion. Each perception type also provide +1 die to overcome illusion spells, and on all pereption rolls. All these bonus dice are also limited by the rating of the machine. When rolling a perception test, these other devices only contribute their bonus if it is higher than the combat calculator- they do not stack but overlap.

The rating of the device determines it's knowledge skill. The knowledge skill identifies weapons seen (including make, ammo capacity, and shots it's witnessed fired, and whether or not it's been shown to be out of ammo or reloaded), it assesses people's wound level (based on combat data, and monitors position of people, relevant armor, etc, all displayed on an onscreen hud or overlaying regular vision.

The effect is that the player can roll the rating of the device to know any basic information about an enemy: how wounded he is, how many bullets he's fired so far from his current clip, they type of gun and power of it's bullets, the type of ammo that's loaded, etc. The TN is 6. This happens instantly. Extra successes can provide more detailed information.

The device also reduces by 1/2 the essence cost of any cyberware that provides a kind of perception (such as ultrasound hearing, etc) installed after it, assuming such cyberware is of the same grade as this.

Rating: ____Cost: ____Essence:
1-3 _______3000*R ____1.5
4-6 _______4000*R ____2.5
7-9 _______5000*R ____3.5
10-12 _____6000*R ____4.5


Mindchanger
This piece of headware "helps" modulate your own memories. By chanting or repeating certain phrases to yourself, you can come to believe them, even if you know they are untrue. As such, they increase your rolls to bluff or lie by their rating. However, because you believe the new truths, you may act on them, and frequent use may cause disorientation and confusion as you have trouble keeping your facts straight. Every self-deception has a 1 in 6 chance of triggering confusion. Once gone, you can't get your old memory back, or erase the fake one without magical help.

Confusion: Roll a willpower test with TN = rating of the device. If successful, you are fine. Otherwise you are confused and disoriented for Rating * Hours as you can't get your facts straight. This may be accompanied by paranoia or fear.

Cost: Rating * 900 (max rating 8)
Essence: 0.5

CyberSpells
This is basic head memory storage with onscreen display in your field of vision which allows you to store your spellbook in your head instead of somewhere less secure. It can also be used via datajack to upload/download new spells.

Cost: (MP x 50) + $3000.
Essence: 0.25

Magi-Tek

Magitek is a special infusion of magic into cyberware and bioware. There are two kinds of magitek devices: Spiritually Powered, and Magical Cyberware.

Magical Cyberware: Cyberware that is intended to act as a focus, such as a weapon focus, sustaining focus, or similar use in addition to it's normal cybernetic function. Such things must be enchanted before being implanted, and may be of any grade. They affect essence as normal for their grade. Bioware cannot be so enchanted. They must be bonded to by the user normally. The user takes normal essence loss for such cyberware.

Spiritually Powered: Spiritually powered is a grade of cyberware or bioware which invoves focusing essence into the gear, awakening it to a degree. The effect is a great reduction in the essence cost or bio index of the gear.

Bioware: Bioware which is spiritually powered still provides a bio index for all purposes EXCEPT interfering with magic. Thus you still have stress with too much bioware. All such bioware must be puchased as cultivated bioware. Such bioware can be implanted in regenerating or shapeshifting creatures. While this does not affect magic, creatures with regeneration will have their regeneration inhibited by their bio-index, even by spiritually powered bioware.

Cyberware: Magitek Cyberware comes in 3 grades: Aspected, Full, or Shifting magitek. In either case, the enchantment must come before it is implanted.

Aspected Cyberware: The essence cost of the cyberware is cut in half. Any grade of cyberware can benfit from this treatment.
Full Magitek Cyberware: The cyberware provides no essence loss. Only deltaware (or better, if better exists) may be so enchanted.
Both of these use their lower essence cost to affect the magic of an awakened character.

This process involves the enchanting skill, as well as special spellcasting and quickenings on the cyberware by specially trained mages before implementation. Such cyberware costs good karma on the part of the reciver to "bond" with (like a focus), however, even non-awakened can bond with it.

The bonding process costs 1 point of good karma per 0.25 of base cyberware essence cost (rounded up) (before adjustments for deltaware, etc). This is also the case for spirtually powered bioware. It takes specially trained surgeons to implant such devices. So a cyberware with a base cost of 5 essence requires 20 karma points to bond to.

While very expensive in terms of cost and karma, such magitek cyberware can make very formidable cyber-mages, or create more efficient techno-soldiers than cybermancy can.

Shifting Magitek- This cyberware must be specially enchanted deltaware. Such cyberware can be implanted into a shapeshifting or regenerating creature and meld to match the form of the creature. The creature must pay a similar karma cost as full magitek cyberware, but does not gain the benefit of reduced essence cost (apart from that granted by deltaware). The reduced essence may affect regeneration rate or other essence based powers of the creature.

The Matrix and Gathering Info/Locating People

The matrix just needs a huge overhaul from Shadowrun's existing rules- it's basically it's own seperate game.

Matrix vs Internet
The matrix is now mostly wireless, though it has non-wireless host systems. The "internet" is available to anyone with a computer- wireless almost worldwide. The internet can be accessed wtih a cyberdeck, though the cyberdeck provides no particular bonuses to internet access, except for perhaps access speed.

Internet
The internet can be used to find any public information- myspace profiles, wikipedia articles, google searches, etc. Like today, the internet might show you a google maps of a place taken a few years ago, but not a street camera or anything like that. The internet is incapable of breaking security of any system. Computers skill can be used to access the internet.


Matrix
Matrix is basically internet 2.0, and can only be accessed using cyberdecks. The matrix is used to break into secure systems and search out classified information. The matrix is also mostly wireless, though many systems (especially extremely classified ones- such as research labs) don't have any outside access and must be instead accessed from inside the facility.

A cyberdeck can be used through any data port to attempt to access a computer using standard hacking rules, except that people "off-site" can get a +1 to +3 TN penalty to all rolls based on how "far" they are from the system. (Example: Attempting to access the LA police computers from your house in LA would be +2, from another police station would be +1, from LA's police station would be +0. Likewise, attempting to access Aztechnology's secret research lab might be impossible off site. Accessing one of their less secure buildings might by +3 outside of Aztlan or aztechnology buildings, +2 from any aztechnology computer, and +1 from a central office, with +0 from the facility you're trying to access). This keeps deckers/hackers in the mission instead of hanging out at home.


Locating/Identifying People
This is not as easy as it may seem. While there are street cameras (owned by a variety of businesses, traffic cameras, sattelites, and similar) they are not all on one system and people rarely look at them as they approach, leaving it difficult to find a specific person on an image search.

For being "secretive" roll some of your dice seperately and track that highest number as your "matrix stealth". You are splitting dice amongst being secretive and learning info.

Identifying People
Identifying people involves searching out things about them on the matrix and seeing what comes back. This involves a hacking test. Computers can be used for internet ID, but they get +1 TN penalty to target numbers and no hacking pool, and can only gain level 1 or 2 information.

The TN is 4, which is modified by certain things (below). Every 2 successes can get you 1 extra piece of information, or move you to the next "level" of information. The information gathering test takes 1 hour per piece of information you uncover. Less than 2 successes means you've gained no info. You must gain at least one piece of info from a level before you move to the next level.

Level 1 info
Name
Listed Address
Businesses /Charities publically associated with
Public Knowledge
Photo

Level 2 info
License plate number
Rumors
office phone numbers, "public" phone numbers, business address
immediate family member names
approximate income level

Level 3 info
Credit report
regular contacts
active warrants/tickets
drivers license photo
SIN
bank account balance
public/business tax returns
aliases
if target is a decker/rigger/mage

Level 4 Info
Actual business/home address(es)
credit report
medical history
criminal history
tax returns (private/personal)
Thumbprint, blood type, etc.
special cyberware

Modifiers to gaining info TN:

Existing Details:
Name only (+1)
photo only (+2)
fuzzy image only (+4)
vague details only (+6)
name + photo (+0)
have at least 1 rank 1 info (besides name/image) (-1)
have at least 1 rank 2 info (-2) (does not stack with rank 1)
have at least 1 rank 3 info (-3) (does not stack with rank 1/2)
have at least 1 rank 4 info (-4) (does not stack with rank 1/2/3)

Target Behavior:
Target has deckers protecting his identity (+ opposed decker roll)
Target is a public figure (-1 to -3)
Target uses fake identities (+1 per alternate id)
Target goes to lengths to avoid digital transactions and pictures (+2 to +6)
Target has no SIN (+2)
Target is from a foreign country (+2 unless in that country)
Target has distinctive features or style (-1 each)
Target goes to length to be in photos, has extensive myspaces pages, etc (-1 to -3)
Target carries no cell phone or transmitters (+3)
Target is gathering info about you currently (-2)

Your behavior
You are trying to be secretive (+2)

Information Rank
Gaining rank 2 info (+2)
Gaining rank 3 info (+4)
gaining rank 4 info (+6)

Tracking Someone
Once you have the identity of a person, you might want to find out where s/he is. This is a bit more complex, causing hacking into traffic cams, credit card readers, and similar things.

The tracking check takes 1 hour per "zoom in". It takes 2 successes to gain level 1 info, 4 for level 2 info, 6 for level 3 info, and 8 for level 4 info. There are TN modifiers to this test (below), but the base DC is 4.

Level 1 info The country they are currently in
Level 2 info The city they are currently in
Level 3 info The district they are currently in
Level 4 info the building/vehcile/street they are in.

Modifiers
Existing Info
Vague details only (impossible)
Fuzzy image only (+12)
Photo only (+4)
name only (+2)
name + photo (+1)
every rank 1 info (-1, max -2)
every rank 2 info (-1, max -2) stacks with rank 1
every rank 3 info (-1, max -3) stacks with rank 1,2
every rank 4 info (-1, no max) stacks with other ranks.

Target Behavior
Target has deckers protecting his identity (+ opposed decker roll)
Target is a public figure (-1 to -3)
Target uses fake identities (+1 per alternate id)
Target goes to lengths to avoid digital transactions and pictures (+2 to +6)
Target has no SIN (+2)
Target has distinctive features or style (-1 each)
Target goes to length to be in photos, has extensive myspaces pages, etc (-1 to -3)
Target rarely, if ever, leaves the country (-5 for level 1 only)
target rarely leaves the city (-4 to level 2 only)
Taget rarely leaves home (-3 for level 3/4)
Target carries no cell phone or transmitters (+3)
Target carries public or business cell phone for non-secure job (-3) (like truck driver)
Target drives company car/police car etc (-2)
Target is gathering info about you (-2)

Your Behavior
You are trying to be secretive (+2)


Identifying Checks against you
Sometimes you'll want to know if someone is trying to learn things about you.

When someone is tracing you, you get to make a perception test every time they learn a piece of information about you. If actively decking (or if you have deckers watching out for you) this can be supplimented by a hacking roll. This perception test has modifiers as well, base 4. Perceptive helps for this, but keen senses do not.

Perception Test Modifiers
Level 1 information being gained (+12)
Level 2 information being gained (+4)
Level 3 information being gained (+0)
Level 4 information being gained (-2)
Person being secretive (+ opposed computer roll)
Person has trouble magnet (-2)
Person has distinctive style (-1)
You are currently gathering info/locating them (-2)

With one success, you know someone is searching for you. Each extra success nets you extra information as if you were gathering info about them. (R1 info only) Afterwards you can search them out using decking skill, and avoid their "being secretive" roll modifiers, gaining a -1 bonus to gaining information until they notice you back. If they make their perception test about you searching them back, they can choose to break connection, or keep probing, allowing you to both learn about each other.


While very difficult and complex, this ensures deckers are not "broken" but that there's a chance they can find out info about people.