Improvements.

Cyberware Listing (incomplete)

OrganicWare listing.

The following sections are a compilation of cyber rules from various RPG games, such as Cyberpunk and Shadowrun.  They have all been converted to Fading Suns with extra comments that I feel appropriate. They are all my own interpretations.

Each item will have information as follows:

Basic Technology Level, based around FS 1-10 levels.

For my own purposes I have categorised medical and cybertech into the following levels.

TL4 - Equivalent to modern medicine, c1980.
TL5 - somewhat in our future, some organicware*, basic cyberware.
TL6 - real cyberware, more organicware, begin nanotech**.
TL7 - very good cyberware, good organicware, improved nanotech.
TL8 - very good organicware, start designer organicware***, real nanotech.
TL9 - very good nanotech, start designer nanotech, better designer organic.
TL10 - Designer Organic, Designer Nanotech.

*Organicware is the use of organic parts to suppliment or enhance natural organs etc

**Nanotech is the use of molecular machines, either mechanical and/or chemical, to alter the structure of the body at the cellular and molecular level.

*** Designer items are genetically coded to the individual or work at both the cellualr and genetic level to acheive their changes

Surgery Codes - the minimum level of medical service required to install the cyberware.

M - Minimal, day clinic or similar walk in walk out surgery. Most operations require about 1 hour, do minor damage (1 point).
N - Notable, Medical center or advanced day clinic. Most operations require 1-3 hours and do 2-4 damage.
C - Considerable, Hospital surgery or major medical centre. Most operations take 3-6 hours and do 3-6 damage
S - Severe, hospital surgery. Most operations take 4-12 hours and may need multiple sessions over a period of time (two weeks). Damage to the body is life threatening (75% of wounds).
A - Awesome, advanced hospital surgery. Most operations take 8-24 hours and will be spread over a month or more. The client dies from this level of surgery so needs the appropriate support equipment to keep them alive and to allow healing. Damage to the body is 100%.

Cybernetic Rating

The number of cyber points the equipment is worth, which must be matched to your Alien trait on a two for one basis. In general organicware is less soul destroying then cyberware, but may suffer from rejection or stress malfunctions.

Further, organicware comes in two forms; 'homegrown' and 'out of the vat'.

Homegrown organicware is grown from your own cells and DNA, removing any problems with rejection etc. It costs twice as much as listed and takes longer as the 'equipment' needs to be grown.

'Out of the vat' is grown from genetically neutralised stock, so that rejection and other problems are reduced to a minimum. Users of this equipment however must maintain a regular monthly injection of medicine to avoid complications. This medicine is reasonably harmless. If not taken then maintenance rolls should drop 1 level. If the organicware is injured or becomes infected or damaged their is a chance the body will reject it entirely (roll d20 less than Endurance). This will be represented by an initial attack where the body does 4 pts of damage to itself (treat Endurance as armour). The victim breaks out into fever and all rolls are at -4 (including your Endurance rolls). A further 1 damage will be inflicted every 6 hours until the organicware is removed or the attack is over come by taking the appropriate medicine.  Medical treatment can heal damage done but cannot remove the attacks.

Benefice Costs.

Cost to purchase the item at character creation time.

Concealability

How obvious the equipment is to a casual viewer in normal circumstances, such as meeting in the street. Extended contact or scrutiny will make it easier to detect.   The value is a modifier to any perception based roll. If it is marked with an "A" then the perception must be deliberate. If it is marked with a "P" then passive observation may notice it, in which case an active observation will be at +4 better.

Maintenance

A rough guide to the amount of maintenance required to support the cyberware.

A - simple device, care once per week by owner, no tools and no skill required.
B - ordinary device, care once per week, tools required, no TR skill roll required.
C - detailed device, care once per week, tools and kit required, TR skill roll required at +3 goal.
D - complex device, care once per week, tools and kit required, TR skill roll at +1 goal.
E - very complex device, care once per week, tools and kit required, TR skill roll.

In all cases the Tech Tedemption (TR) skill required is High Tech or Cybernetics. A failed TR roll MAY! cause problems, up to the GM and the situation.

Organicware is mostly automaintaining but at no extra cost (this is built in to the cost).

        A - fully self maintaining.
        B - Minor medication required once per week.
        C - Major medication required once per week.
        D - Major medication required every 2 to 3 days
        E - You need it every day!

Stability

The devices inherent sturdiness and reliability under stress situations, or when they take damage or shock. The GM should ask for this roll when she feels it is warranted. If the player rolls greater than the goal the device is damaged or may malfunction. Increased TL will usually mean increased stability, each TL above the base will increase the value 1 point.

Cyberware Listing (incomplete)

OrganicWare listing.