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Hacker Chronicles 2
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HACKER2.BIN
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1134.TECH4.TXT
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1993-01-07
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7KB
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133 lines
Cyberware--
I have finally moved, truly, into the realm of publishing. I have
made my first error in an issue of Shadowbuzz, and now I have to fess up
and announce my stupidity to all. I also have to fix it, so here goes.
Issue 3 came at a very hectic time for me, I was involved in some
heavy work days (thankfully, for the cash flow), along with some gaming
and a VCR that broke soon thereafter (causing me much anguish). I was
also faced with getting the issue out very quickly, so I was rushing
when I got around to typing up the final article that I did for that
issue: Tech.
Specifically, the new cyberware that I had in that edition, the
Onboard Medical System. I wrote it up very incorrectly, meshing two
separate systems into one system, and with drastically inflated essence
and nuyen costs. So, my correction follows. Disregard the OMS from
Shadowbuzz #3.
**SPU: Drug Dispenser Unit
A very simple cybernetic system, merely a holding cell with various
drugs ready for injection, tied into the subject's circulatory system
near the heart and brain for near instanteous onset of effects.
With the presence of a Biomonitor, the DDU will automatically
inject drug(s) that will correct any conditions that may arise in the
subject. Without that monitoring and triggering system, there are two
other possibilities for use. One is manually by the subject himself,
sending a cybernetic command to his system to release the desired
drug(s). The other is through datajack connection to the DDU by medical
personnel, commanding the system to release the selected drug(s). Of
course, any of these options that are possible may be used unless
specifically disabled by the subject during implantation of the DDU.
A DDU has a number of "slots" for drugs equal to twice it's level;
drugs may not be mixed in slots. System damage to a DDU has the
possibility of releasing one or more slots' worth of drugs; this could
be very dangerous depending on what is released, and what it is released
with. GMs should make determinations as to what effects will arise.
Essence
Cost Cost
Level 1 0.20 6,000
Level 2 0.25 9,000
Level 3 0.30 12,500
Level 4 0.35 17,000
**Onboard Medical System
A comprehensive system of devices and systems that are implanted in
the subject's body, all designed to provide correct and instant
treatment for any number of traumas that might occur. Designed to work
in conjunction with a Biomonitor, the various systems can also be
triggered by either the user or via datajack by outside persons.
Among the measures that the OMS can take are: Setting of broken
bones (microcuffs along the limbs that inflate to immobilize the
fractures), Immobilization of spinal injuries (microcuffs again),
Providing Cardio-Pulmuary Rescucitation, or CPR (more microcuffs, that
inflate and deflate around the heart to provide direct cardial
stimulation), Defibilaration (electrical stimus to the body in an effort
to jump-start it), Emergency Breathing (microcuffs and ballons keep the
lungs working and intact (uncollasped), along with pumps to draw air
in and out of the body) and more.
These systems are there to stabilize, treat and restore to
functional capacity, the subject. Not all injuries will be of the
nature that will be restorable without some outside medical
intervention; but some will, and that's the point of an OMS. Also, even
if medical help is available, the OMS eases their job(s), and ensures
that the subject is receiving treatment seconds after the injury is
received.
The level of the OMS is the Biotech level that is used to determine
how successful (and how long it takes) treatment is. Alphaware OMSs use
the level plus fifty percent (multiply the level by 1.5, round up).
Betaware OMSs use the level plus one hundred and fifty percent (multiply
the level by 2.5, round up). If the OMS is damaged, determine where on
the body the wound is, and render the appropriate OMS subsystems inactive.
Essence
Cost Cost
Level 1 0.40 22,000
Level 2 0.50 28,000
Level 3 0.60 36,000
Level 4 0.70 50,000
Bioware
**Extra Heart
The heart is a critical organ in humans, providing circulation of
oxygen carrying blood to the entire body. A bioware extra heart is just
that, along with a bit of restructuring of the brain and body's
automatic responses.
Generally, open space is used or created in the subject's body, and
the new addition is tied into the circulatory system. From then on, the
two hearts generally "share" the duties. A simple beat, then skip the
next "needed" beat, then a beat, and so forth. They alternate. This
reduces the stress on both hearts, and gives the subject additional
cardiovascular capacity in the event it is needed.
It also gives the subject the ability to sustain a devastating
wound to one of the hearts and still "fall back" on the other. Assuming
the wound allows, the subject can continue to operate on just the one
remaining heart; though the additional stamina benefits will be lost.
Increase the stamina of the subject by fifty percent (multiply the
natural Body by 1.5, round down) with the addition of the second heart.
However, without also increasing the lung capacity of the subject (a
minimum of Level 1 Enhanced Lungs), the recovery period after an
exhausting period of activity is increased by twenty five percent.
Body
Cost Cost
Extra Heart 0.6 25,000
Weapons--
H&K Autolauncher 88:
Mountable as is a standard grenade launcher, under barrel on an
SMG, Assault Rifle or other rifle sized weapon. Fires under the
standard semi-automatic rules, up to two grenades per action may be
launched. Heavy Weapon recoil applies. Availability 9/4.5 days,
Street Index of 3.2.
Conceal Ammunition Mode Damage Weight Cost
-4 8(m) SA ammo +3 3250
Ares Hellfire:
Stand alone weapon. Semi-automatic or burst fire rules apply.
Heavy Weapon recoil applies. Comes with a stock. Use Gunnery to fire.
Availability 12/8 days, Street Index of 3.5.
Conceal Ammunition Mode Damage Weight Cost
- 15(c) SA/BF ammo 8 11,500
M-179 Blooper Launcher:
Stand alone weapon. Break action for reloading a single standard
grenade, (non)aerodynamic for firing as a normal grenade launcher.
Availability 10/5 days, Street Index 2.75.
Conceal Ammunition Mode Damage Weight Cost
- 1(m) SS ammo 3 2000