Optional Rules for BioWare and Magic Robert A. Hayden (hayden@krypton.mankato.msus.edu) ---------------------------------------------------------------------------- These are optional rules to more realistically determine magic loss for magic users who have had bioware installed. Please remember, though, that the maximum amount of bioware you can install is equal to you unaltered Body score. Type Compatibility Mag. Loss Cultured 100% 10% Clonal 100% 20% Base Type O 90% 30% Type G 75% 45% Second Hand 3d6 x 5% See Below Magic Loss refers to the percentage of the Body Cost of the item that is also subtracted from total Magic. Forced Growth bioware has its magic loss determined in the following manner: Subtract the compatibility of the grown part from 100% and then add 25%. Multiply the body cost by this percentage to determine the magic loss. Second Hand magic loss is determined as follows: Subtract the combatibility rating from 100%, add 35%. Multiply the body cost by this number to determine the magic lost (yes, this number can exceed the original body cost). Example A: Merlin wants to get an Adrenal Pump (level 2) installed. He checks his wallet and determines he has enough Nuyen to get a cloned unit. The total body cost will be 2.50, and his magic cost will be .50 (2.50 x 20%). He also has to shell 200,000 nuyen out to some street doc. Example B: Merlin has come into a second hand Suprathyroid Gland (I don't think you want to know how). He finds a street doc to install it. The GM rolls a 5 for compatibility (25%) compatible. Thus, the total magic cost will be 1.54 (1.4 x 110%). Do not forget that rolls must be made when the surgery is performed to determine if there is any additional essence loss. Also remember that the total magic loss for both cyberware and bioware by result from adding both together.