Sunday, December 22, 2013

Biotechnology and Clones!

Futurist's Guide to Gadgets!
Volume 6!

Biotechnology (also called wetware or bioware) is an alternative to normal technology. Instead of using cybernetics and Gadgets made of metal and circuits, biotechnology uses genetics, bioware, viruses, and organisms to accomplish the same. Insofar as designing and building biotech goes, the same rules are used for it as are for regular technology except for the following differences:

   *You cannot Draw Plans for biotech and you must possess the Genius advantage to create it.

   *Biotech never has a R#- it has Power Burn Out instead.

   *Bioware is the biotech version of cyberware. It functions identically to normal bodily functions. However, the character should take the Altered Biology (Near Human) drawback and doctors wishing to treat the character should have the Genius advantage unless biotech is common in the setting.

    *Biotech cannot be used as Omni-Gadgets.

*Biotech vehicles are massive lifeforms and are vulnerable to attacks as such. Diseases, poisons, mental, and mystical attacks all affect them normally unless the designer takes steps to protect them. Also, the creature must eat and will eventually die of old age no matter how well cared for it is.

  *Occultist (Ritual Magic) is required to create the Artifact equivalent of biotechnology. In this case, the character does not need the Genius advantage. Instead, he must possess the Ritual Discipline: Alchemy, Cthulhu Magic, or Demonology advantages. If creating an artifact Promethean, the character will also need the Necromancy or Voodoo Ritual Disciplines. You cannot modify these types of Artifacts. In all other ways, the Artifact functions like biotech.

Prometheans are the biotech equivalent of robots or golems. They are always sentient, possessing all nine attributes and therefore created as characters, not gadgets. If a character is building such a creature, do not divide the HP cost of it. The character must pay the full HP amount. The promethean need not be a mystical/alchemical creation like Frankenstein’s Adam. It could also be a biological android like the boomers in Bubblegum Crisis, or the replicants seen in Blade Runner.

Clones are a staple of science fiction and comic books. Even some superhumans, like Superboy and Bizarro, are clones.
To create a clone, a character does not have to create the clone itself. Instead, he creates the gadget that will make the clone for him and then places genetic material into it. The gadget should have the Split power with the Usable on Others bonus- a clone is never as good as the original. 
Unless the clone will degenerate and die after an amount of time equal to the gadget’s APs of power, then the power must also possess a special +4 FC bonus: Permanent Split. Permanent splits live a normal life span.

Cloning gadgets in comics can only ever be used a single time before automatically burning out. Once burnt out, all abilities must be repaired before the gadget can be used again.
If it creates imperfect duplicates, like Bizarro, then the gadget should have drawbacks and limitations. These would belong to the gadget, but will be passed onto any split created by it.

If it also mutates or devolves the clone, as happens often in comics, then the gadget should also have the Mutation power with the Always On limitation and Power Linked to the Split power.

If it simply uses the genetic material to create a superhuman who possesses abilities that may or may not have anything to do with the original genetic donor, as was the case in the creation of Superboy, then the gadget should probably be a plot device, not a gadget. However, if the stats for the gadet are desired, it have Omni-Power with the Usable on Others bonus and a Power Link to the Split power. Gadgets like this do not create Splits. Instead, they create new characters using ¾ the HP total used to create the original genetic donor. This is a lengthy process, to same the least, and the GM should plan ahead, either making the new character ahead of time or creating him between sessions.

Clones almost always have some memories and behaviors linked to the original genetic donor. In comics, these often surface at usual or infrequent times. To reflect this, give the clone Traumatic Flashbacks (Genetic Donor’s Memories) and have the memories crop up as the plot needs.

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