Deranged Stabby-Man |
So, are these things purely Role Play Items? Or do they DO things to implants to make them a little better than purely tech versions to justify the price? Does a Speed Suspension or Dermal Plating created with Biochains not set off space-port metal detectors? Do Darkvision Capacitors created with Biochains become actual organic eyes with darkvision and don't have UV lasers shooting from them? Do you not have to worry about Space-Gas-Station Microwaves with an organic version of the Cardiac Accelerator?
Darkling36 |
I think it's going to be pretty GM dependent and probably situational as well. I know I would let someone who lost a limb to something to pay the 110, instead of 100, for a prosthetic limb, and then let them forget that such ever happened. By which I mean I would ignore that the limb was an implant even if it would technically by the rules matter at some point, where I might bring up that false limb when dealing with someone who wanted to be all chrome. Not that I'd let them forget the time they reached all the way back into the mimic fridge for some fake ice cream, that's getting mentioned in every game forever.
But if they wanted something with a lot more oomph like speed suspension, that I'd go by the same rules I'd use for other implants. They have muscles they shouldn't have, their legs are extra flexible and bulky, things that can be noticed by scanning or an alert gaurd. Though most of the time it's not going to matter.
Hithesius |
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... Cybernetics are not subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
Cybernetics have one specific weakness that biotech does not; they can be targeted by effects which target technological items, if such effects specifically target cybernetics as well. As biotech is a separate type of augmentation, biological augmentations would not be valid targets of such an effect. You might ask what effects specifically target cybernetics, but at the moment I couldn't say; if there presently are anyway, finding them would require a more exhaustive search than I am prepared for.
The one place I know of where it matters is that the verthani in Alien Archive can have one additional augmentation in one slot of their choice, but only if it is cybernetic.
Beyond the fluff reasons, biochains are a 10% price increase for future-proofing against potential, eventual problems.
Archpaladin Zousha |
I'm wondering about the lack of parity. Why can't I make tech versions of bioimplants?
I suspect that’s more an oversight than anything else. Most on the boards at least feel the average GM would allow such a thing and it’s a relatively simple conversion. I know I’m going to ask mine if I can get a tech version of climbing suckers so my knightly Solarian doesn’t have octopus feet.
Ravingdork |
The benefit is that anything that can effect or detect cybernetics specifically, of which there isn't much just yet, has no effect on your bio-implants whatsoever.
I also like to think that they don't stand out (assuming that's what the player wants).
Hazrond |
Im curious how a Bio-Chain version of the Mechanic's Custom Rig works (after all, nothing says that you *can't* apply it to the two Mechanic augments, i'd be inclined to believe you could do it for a Technomancer's Spell Cache as well), so far my only idea is a sort of biological form of Sombra's hacking gear (from Overwatch) where it would bypass ports and connect directly through physical contact.