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SHADOWRUN NEW BIOTECH COLLECTION 1 Note: All of the below biotechnology enhancements where designed by A.H.E.T. Inc. (see NEW CYBERWARE1) It is only available through them or another licensed Megacorp (currently only Renraku and Aztechnology have been able to afford the fee for use). No street doc could ever have this technology. As such, it has no street index. It effects the recipient on the Genetic Level. It requires a hospital stay of no less the 5 days. The DNA modification technology is far to advanced for any but A.H.E.T. inc. or a similar large or high tech megacorp to have. One mess-up with the DNA modification, and you're own body will kill itself in ways you couldn't imagine. There are no exceptions to this. Oh yes, currently only A.H.E.T. and Raku offer the modifications to anyone other then corp personal. And add to that that Raku adds 300% to the cost. Biotechnology implants are living things. They take no essence. Mages will love them. The only step, other then ones taken in the hospital stay, is DNA check (requiring a drop of your blood) and a shot implanting the DNA modifying virus. Unfortunately, being living parts of you, they can be made to bleed. Poke a normal cybereye, nothing happens. Poke a bioware eye, ouch! It can always be removed or upgraded. Upgrades do nothing, but removal costs the user a permanent essence reduction of .05. Low Light BioEyes A genetic modification requiring a 6 day medical stay with eyes covered, this gives the recipient natural low light eyes. Not available for elves or orks which already have this. It is totally compatible with the troll and dwarfs natural thermographic vision. A flare comp. may be added (this is available to elves and orks) for a additional 10,000 Y and 1 more day to hospital stay if already receiving a lowlight eye or a 5 day stay if added to an ork or elf. Type Waiting Period Cost Hos. Stay Low Light Eyes 1 month 50,000 Y 6 days Flare Comp. +3 days (+) 10,000 Y (+1 day) or 5 days BioSpurs A genetic addition that grows a spur from a base about 3/5 of an inch behind the wrist. The blades are about 10 inches long (13 if a troll). Not available in a retractable form. Requires a 2 week hospital stay with the arm being pumped full of special nutrients through a intervenes tube. Damage is the same as with a normal spur. Type Waiting Period Cost Hos. Stay Biotech Spurs 1 month, 4 days 120,000 Y 2 weeks Biotech Filters Just like the cyberware filters, but biologically grown by the body. Available in any of the three normal types. They require a 2 week hospital stay with the user in a sealed, atmosphere controlled chamber and eating a specially prepared diet. Quite popular at the moment (add 1 month for waiting period until February of 2054.). They are a bit more potent then the cyber type. The air filter has filters in the throat, mouth, nose, and lungs. Blood has filters in the heart, veins, and arteries. Ingested toxins has filters in the mouth, throat, stomach, and certain fatty area in the body. Type Waiting Period Cost Hos. Stay Air Filter 3 months Rating (max 13) x 75,000Y 2 weeks Blood Filter 2 months Rating (max 11) x 45,000Y 2 weeks Ingested Toxin Filter 3 months Rating (max 12) x 60,000Y 2 weeks Biovision magnification A biotech modification that allows your eyes to focus and see at added distances, just like the cyberware vision magnification (see SSC). It's even clearer then the optical mag version of the cyberware, but it can't magnify by as much. It requires a 8 day hospital stay with the eyes covered the whole time. Type Waiting Period Cost Hos. Stay Biomag1 5 weeks 15,000 Y 8 days Biomag2 2 weeks 60,000 Y 8 days High Frequency Bioears The newest mass market product available, this allows human and metahuman ears to hear into the high frequency range even better then a cyberear. It requires a 5 day hospital stay with the ears plugged. Unfortunately, the low freq. and damper are not yet perfected. Type Waiting Period Cost Hos. Stay High Freq. B.Ears 4 months 200,000Y 5 days Remember, these are only available through A.H.E.T. inc., and Raku (unless you belong to aztechnology). If you GM's are thinking about sending your runners on a run to steal the plans for this stuff, forget it. The DNA sequence is hidden by a special technique so scanning a modified individual will get you nowhere. As for breaking into one of our two bases with the plans (one in Chicago, and one in Seattle) look at it this way. The Seattle HQ is smaller. The perimeter is surrounded by a 60 foot tall by 30 foot thick concrete wall. It is magically guarded by over 23 elementals. Over 200 guards are constantly patrolling the perimeter, not including those on standby. The sensor grid has 15 layers, most are hidden. The main gate has to blast doors. When you enter the first, the second is sealed so you can't charge in. Each is 50 feet tall and 13 feet thick, made of titanium and orichalcum. Before you may enter we take a DNA test of each person in the vehicle and do an astral scan and physical search of your vehicle. Since by now the first door has sealed behind you, if you're caught, there's no way out. Oh, did I mention the 53 Mages and 17 Shamans guarding the place? Or the 713 Scout drones? Or the 2 DRAGONS that may be their? Or the paranormal animals Genetically modified? Or that there is only one matrix entrance and it requires 3 different 42 digit codes to enter, has 7 deckers constantly guarding it, and over 20 black ice programs? And finally, the Seattle's defenses have nothing on the Chicago defenses (where I, as owner, founder, president, CEO, and key stock holder with 73%, live). We don't carry on research anywhere else and the data is never moved. It is all on paper and disks so is not available via matrix. The final answer is simple. If you plan to steal this tech, try Raku or Aztechnolgy. Hope all you out there enjoy this. GM'S, I don't recommend you let the characters have this stuff until AFTER character generation. Make 'em earn it. Authored by Michael Best (Capt MJB) for Shadowrun 2 or 1 by FASA P.S. If any GM's read this and can GM a message based game, please contact me.