Cyberware-- I have finally moved, truly, into the realm of publishing. I have made my first error in an issue of Shadowbuzz, and now I have to fess up and announce my stupidity to all. I also have to fix it, so here goes. Issue 3 came at a very hectic time for me, I was involved in some heavy work days (thankfully, for the cash flow), along with some gaming and a VCR that broke soon thereafter (causing me much anguish). I was also faced with getting the issue out very quickly, so I was rushing when I got around to typing up the final article that I did for that issue: Tech. Specifically, the new cyberware that I had in that edition, the Onboard Medical System. I wrote it up very incorrectly, meshing two separate systems into one system, and with drastically inflated essence and nuyen costs. So, my correction follows. Disregard the OMS from Shadowbuzz #3. **SPU: Drug Dispenser Unit A very simple cybernetic system, merely a holding cell with various drugs ready for injection, tied into the subject's circulatory system near the heart and brain for near instanteous onset of effects. With the presence of a Biomonitor, the DDU will automatically inject drug(s) that will correct any conditions that may arise in the subject. Without that monitoring and triggering system, there are two other possibilities for use. One is manually by the subject himself, sending a cybernetic command to his system to release the desired drug(s). The other is through datajack connection to the DDU by medical personnel, commanding the system to release the selected drug(s). Of course, any of these options that are possible may be used unless specifically disabled by the subject during implantation of the DDU. A DDU has a number of "slots" for drugs equal to twice it's level; drugs may not be mixed in slots. System damage to a DDU has the possibility of releasing one or more slots' worth of drugs; this could be very dangerous depending on what is released, and what it is released with. GMs should make determinations as to what effects will arise. Essence Cost Cost Level 1 0.20 6,000 Level 2 0.25 9,000 Level 3 0.30 12,500 Level 4 0.35 17,000 **Onboard Medical System A comprehensive system of devices and systems that are implanted in the subject's body, all designed to provide correct and instant treatment for any number of traumas that might occur. Designed to work in conjunction with a Biomonitor, the various systems can also be triggered by either the user or via datajack by outside persons. Among the measures that the OMS can take are: Setting of broken bones (microcuffs along the limbs that inflate to immobilize the fractures), Immobilization of spinal injuries (microcuffs again), Providing Cardio-Pulmuary Rescucitation, or CPR (more microcuffs, that inflate and deflate around the heart to provide direct cardial stimulation), Defibilaration (electrical stimus to the body in an effort to jump-start it), Emergency Breathing (microcuffs and ballons keep the lungs working and intact (uncollasped), along with pumps to draw air in and out of the body) and more. These systems are there to stabilize, treat and restore to functional capacity, the subject. Not all injuries will be of the nature that will be restorable without some outside medical intervention; but some will, and that's the point of an OMS. Also, even if medical help is available, the OMS eases their job(s), and ensures that the subject is receiving treatment seconds after the injury is received. The level of the OMS is the Biotech level that is used to determine how successful (and how long it takes) treatment is. Alphaware OMSs use the level plus fifty percent (multiply the level by 1.5, round up). Betaware OMSs use the level plus one hundred and fifty percent (multiply the level by 2.5, round up). If the OMS is damaged, determine where on the body the wound is, and render the appropriate OMS subsystems inactive. Essence Cost Cost Level 1 0.40 22,000 Level 2 0.50 28,000 Level 3 0.60 36,000 Level 4 0.70 50,000 Bioware **Extra Heart The heart is a critical organ in humans, providing circulation of oxygen carrying blood to the entire body. A bioware extra heart is just that, along with a bit of restructuring of the brain and body's automatic responses. Generally, open space is used or created in the subject's body, and the new addition is tied into the circulatory system. From then on, the two hearts generally "share" the duties. A simple beat, then skip the next "needed" beat, then a beat, and so forth. They alternate. This reduces the stress on both hearts, and gives the subject additional cardiovascular capacity in the event it is needed. It also gives the subject the ability to sustain a devastating wound to one of the hearts and still "fall back" on the other. Assuming the wound allows, the subject can continue to operate on just the one remaining heart; though the additional stamina benefits will be lost. Increase the stamina of the subject by fifty percent (multiply the natural Body by 1.5, round down) with the addition of the second heart. However, without also increasing the lung capacity of the subject (a minimum of Level 1 Enhanced Lungs), the recovery period after an exhausting period of activity is increased by twenty five percent. Body Cost Cost Extra Heart 0.6 25,000 Weapons-- H&K Autolauncher 88: Mountable as is a standard grenade launcher, under barrel on an SMG, Assault Rifle or other rifle sized weapon. Fires under the standard semi-automatic rules, up to two grenades per action may be launched. Heavy Weapon recoil applies. Availability 9/4.5 days, Street Index of 3.2. Conceal Ammunition Mode Damage Weight Cost -4 8(m) SA ammo +3 3250 Ares Hellfire: Stand alone weapon. Semi-automatic or burst fire rules apply. Heavy Weapon recoil applies. Comes with a stock. Use Gunnery to fire. Availability 12/8 days, Street Index of 3.5. Conceal Ammunition Mode Damage Weight Cost - 15(c) SA/BF ammo 8 11,500 M-179 Blooper Launcher: Stand alone weapon. Break action for reloading a single standard grenade, (non)aerodynamic for firing as a normal grenade launcher. Availability 10/5 days, Street Index 2.75. Conceal Ammunition Mode Damage Weight Cost - 1(m) SS ammo 3 2000