Bioware

Bioware is hazy field of cyberware which is difficult to distinguish from implants, which are covered later. A simple guide line is most that bioware systems tie into the body and boost an already present biosystem or they are non-cybernetic in their nature (ie- no electric components or nanoprocessors). Bioware is easier to use as it does not need an external power supply like cells or a recharger. Perhaps more importantly, a bioware gland can heal whereas a cybersystem remains damaged.

Bioware
Surgery
Description
Cost
IL
Adrenal Boost
M
Emergency reflex boost.
500
D4
Backup Heart C Small backup pump
1000
D3
Bio-Weave
N
Toughens internal structure
2000
D3
Bitek Limb Replacement C Limb replacement and augmentation Varies Varies
Blood Binders
N
Slows bleeding & +1 to healing
1000
D3
Body Enhancer: Reflex
N
Enhances reflexes and cuts reaction times.
5000 / rtg
1
Body Enhancer: Speed
N
Boosts running speed.
4000/ rtg
1
Body Enhancer: Strength
N
Improves muscle performance and strength.
5000 / rtg
1
Bone Alteration: Flexi N Alter bone density to allow limited flexability.
3000
D3
Bone Alteration: Stable N Prevents bone degeneration in zero G / old age.
1000
D2
Bone Alteration: Tough N Increase bone density to resist damage
3000
D3
Boosted Antibodies
N
Improve resistance to infections (+1 to healing)
1100
D3
Boosted Lungs
V
Bioengineered lungs with better performance
2000
2D4
Combat Threads N Reflex booster
2000/Rtg
D2/Rtg
Contraceptive
N
100% effective and available for either sex.
100
D3
Dendrite Lacing
N
Enhance cognitive fucntions and general intelligence.
6000 / rtg
D6
Dermal Armour N Armours skin to resist ballistic trauma.
1000+
Varies
Enhanced Eyes C Enhanced eyes
600 each
1
Enhanced Hearing C Replacement ears and improvements
Varies
Varies
Fuel Tank M Stores nutrients.
1350
D3
Gills C Breathe underwater.
700
D3
Improved Digestion C Improved food processing and digestion
1500
D6
Liver Biopump C Detoxifcation system (+2 vs drugs & +1 healing).
1200
D3
Muscle Graft C Tank grown vat muscle to increase size & strength
1000
2D4
Nerve Replacement M Replaces damage nerves
100
0
Panacea Agents N Improves tissue repair (+2 healing)
3000
D3
Proceptive   Kickstart pregnancy despite current menstral cycle.
150
D3
Subskin M Torso armour
1500
D4
Superspine C Increased flexibility
9000
D4
Toughskin N Alternative skin armour
1500
D4
Tail M A prehensile tail graft.
1000+
D4
Toxin Hunters N Resist toxins & drugs (+1 vs those substances)
4000
D3

Adrenal Boost: is a bioengineered gland, normally positioned above or very close to the heart, which releases a sudden rush of the body's own reflex booster, adrenalin. The adrenal boost generates its own adrenalin and releases it when it detects the heart doing the same. This speeds up blood flow and reaction times but does tend to panic the user which makes them make rushed decisions. The gland has an extra detector which can also cause it to absorb adrenalin, thus preventing adrenalin poisoning.

In game terms this gives the user the following bonuses: +2 initiative, +1 strength & movement, but -1 willpower and -1 intelligence. The effect lasts D4 minutes until the drug is worked out of the user's system (remember that one combat round is 5 seconds, so the rush would last for a minimum of 12 rounds!). The gland recovers fairly quickly, taking about half an hour to create more adrenaline during which time it will not release any more into the blood stream (in game terms the gland takes 20+2D10 minutes to recover).

Adrenal boosts are great if you just need fast reflexes and don't have to do much thinking. Minor problems occur when the person is scared or "jumps" during a non-combat activity such as a horror or action holo and the gland and the body both respond which gives the user a real kick.

Adrenal Boost
M
Emergency reflex boost.
500
D4

top

Backup Heart: This is a smaller heart located in the chest close to the main heart. It is designed to keep blood circulating from the lungs to the brain, should the main heart stop functioning. This implant increases the depth that a character's HITS can drop to by a further 10 points.[So if a typical character dies at -12 HITS, the implant pushes this to -22!).

Backup Heart C Small backup pump
1000
D3

top

Bio-Weave: is a complete muscle and bone transformation. The process strengthens and toughens the body's tissues to resist fractures, cuts and muscle tears. This treatment is unobtrusive and shows no signs externally (so no additional cyberlimb space, but you don't need a whole new wardrobe). A character's HITS and STUN are calculated by multiplying a total of their health and size. Each level of bio-weave adds one to this total before multiplication. Level one costs $2,000, level two $5,000 and level three $7,000. Rumours persist of a level four system, but nothing definite has ever been proved ($10,000 and a very high streetwise roll required - maybe very difficult [25] at least)..

Bio-Weave
N
Toughens internal structure
2000+
D3

top

Bitek Limb Replacement: These O-type parts are grown in special vats. They are not cloned from the buyer, but from genetic stock that has very low rejection rates. These replacements have been tweaked to get the very best performance out of them. For this reason, some have higher strength scores than the wearer.

Enhancement
Description
Cost
IL
Generic Arm Standard O type replacement arm.
$1,200
0
Power Arm +1 STR per level in that arm (max level two).
$1,500
D2
Agile Arm +1 REF per level in that limb only (max is +2).
$2,000
D2
Dextrous Hand +1 DEX in that hand per level (max is +2)
$1,000
1


Enhancement
Description
Cost
IL
Generic Leg Standard O type replacement leg.
$1,200
0
Power Leg Level 1 adds +1 STR. Level 2 gives +2 STR and +1 MOV if both legs replaced.
$1,500
D2
Agile Leg Level 1 adds +1 REF to that leg. Level 2 adds +2 REF and +1 MOV if both legs have been done
$2,500
D2

top

Blood Binders: are bioengineered blood agents and NSM-type insta-skin which plug up the cuts and wounds you take. They add +1 to healing and decrease the chance of you dying. Normally a deadly wounded or dying character would take one damage point per minute, but with blood binders this slows to one point every four minutes.

Blood Binders
N
Slows bleeding & +1 to healing
1000
D3

top

Body Enhancer: Reflex is a body alteration, although this one increases the user's reflexes and coordination granting a +1 to quickness per level (maximum level 2). The user has various medical treatments and training which last for 6 days.

Body Enhancer: Reflex
N
Enhances reflexes and cuts reaction times.
5000 / rtg
1

top

Body Enhancer: Speed is another biological enhancement. Via course of DNA and drug therapy, linked with a tough training programme the body's running ability is increased. This adds +1 to your characters movement score per level (maximum level 2).The programme lasts twelve days before any benefits will be noticed.

Body Enhancer: Speed
N
Boosts running speed.
4000/ rtg
1

top

Body Enhancer: Strength is a fairly new technology and increases a character's strength stat by +1 per level (maximum level 2). Instead of implanting new muscles and bone material into the body, this treatment makes the body improves the existing ones. So, unlike the cheaper muscle grafts, this enhancement does not increase the bulk of the wearer.

Should the wearer have had the toughbone transformation, then it is possible to have further strength enhancements to rating level four. However, the extra two levels will not be available if the subject has level three muscle grafts (although level one and two are okay).

Body Enhancer: Strength
N
Improves muscle performance and strength.
5000 / rtg
1

top

Bone Alteration: Flexi

This is a bone transformation that alters the target's bones to flex with heavy impact or when under extreme pressure. The bones do not bow under normal presure - only when under heavy impact and from certain directions. This gives the user a 40% chance of resisting a broken bone result and also gives +2 to all escape rolls. Flexi-bone also reduces martial arts smash attacks damage by half, but damage to the skull is increased by one point.

Bone Alteration: Flexi N Alter bone density to allow limited flexability.
3000
D3

top

Bone Augmentation: Stable: Originally, this could only be done with expensive calcium overlays and NSMs, now this genemod makes the bones more resilient without invasive surgery. HT is increased by +1 and the wearer does not suffer from bone degeneration in low gee conditions or during old age. Calcium supplements must be taken daily for the first month.

Bone Alteration: Stable N Prevents bone degeneration in zero G / old age.
1000
D2

top

Bone Aleration: Tough: This uses a different approach to flex bone. Instead of being flexible the bones transform to a much tougher medium and improves the anchor sites for muscles. Tough bones have a 50% chance to resist a shatter or break. They are denser and heavier, granting a +1 bonus when calculating damage bonuses. This transformation has knock-on effects when used inconjuction with the strength enhancement or muscle grafts. Calcium supplements must be taken daily for the first month.

Bone Alteration: Tough N Increase bone density to resist damage
3000
D3

top

Boosted Antibodies: are produced by an engineered gland situated adjacent to the body's own. The two work in unison, protecting the body from infection and even the most virulent viruses. They aid a wounded character by attacking would be infection, granting a +1 bonus to healing, and offer some more defence against bioweapon germs or viruses, adding +1 when under attack.

Boosted Antibodies
N
Improve resistance to infections (+1 to healing)
1100
D3

top

Boosted Lungs: these are lab grown lungs which are much more efficient than the normal lungs everyone is born with. The new lungs can extract nearly twice as much oxygen in one breath. This means that a character gains +2 on all tests involving physical endurance.Depending on how much the wearer physically exerts himself, it is possible to hold his breath for sometime. Somebody jogging could hold it for five minutes while someone walking or crawling could hold breath for ten minutes. A wearer who is stationary and relaxed could hold their breath for thirty minutes before requiring another breath. However, due to habit and mental programming to breathe, it is hard to hold one's breath for long stretches and referees may decide an average [15] willpower test to hold your breath for long periods.

Boosted Lungs
V
Bioengineered lungs with better performance
2000
2D4

top

Combat Threads: NSMs thread in new pathways and nerve amps cutting signal travel times. Each rating adds +1 initiative per level, to a maximum of +4. At Level three, the host's reflex (REF) stat is increased by one point. The implants take 2D4+4 days to heal properly and are inactive until that time. Combat threading is difficult to find (difficult [20] streetwise test) and it only compatible with Nitro CNS units.

Combat Threads N Reflex booster
2000/Rtg
D2/Rtg

top

Contraceptive: is a biological gland which suppresses fertility by both slowing sperm or egg production and also by passing any produced into the body's waste system. Because this form of bioware is non-cybernetic and cannot be turned off, the wearer must swallow (or inject) a harmless chemical which signals the contraceptive to allow enough time for sperm and egg production to take place. The biosystem then restarts its suppressing and expulsion process once the user either injects a second signal chemical or ejaculation/fertilization has occurred. The gland is available in two types, for men and for woman, both of which are 100% reliable.

Contraceptive
N
100% effective and available for either sex.
100
D3

top

Dendrite Lacing: this nanotechnology improves the brain's biological circuitry by increasing the number and effectiveness of signals between the various centres of the brain. The treatment takes 3D6 days to activate and increases your character's intelligence by +1 per level (maximum level two). The treatment may take the wearer's intelligence above their racial maximum up to a limit of twelve.

Dendrite Lacing
N
Enhance cognitive fucntions and general intelligence.
6000 / rtg
D6

top

Dermal Armour: is a tough but flexible weave located just under and also inside the skin. This is also known as skinlacing. It is woven in by NSMs and toughens the user's skin against cuts, bludgeoning and burns (it holds the skin together and makes it harder to cut). Toughskin and subskin are other armouring transformations. The subdermal weave tailoring provides AP and SDP all over depending on the level of the lacing:

Level Armour Points Structural Damage Points Difficulty to notce* Cost Identity Loss
1 2/1 20 30 $1000 1
2 4/2 40 25 $2000 D4
3 6/3 60 20 $3000 D6
4 8/4 80 15 $4000 2D4

* This lacing will be noticed if the viewer performs a successful perception task against the value under the notice header.

When the NSMs and materials are injected, it grows at a rate of 2D6 SDP per day, with every full ten SDP equating to 1/ AP. Once installed, the armouring NSMs remain in the host's system, repairing the weave at a rate of 2D6 SDP per day. However, the NSMs do not last forever, having a lifespan of one year.

Level 3 has a 50% chance of a reducing a person's appearance down by a grade (ie: from average to ugly). This is due to a gridden and somewhat reptillian skin pattern. Level 4 has an automatic appearance loss to ugly. The patterns cannot be rectified by cosmetic surgery so the appearance loss is permanent. Level 4 is considered military class and you need a difficult streetwise [20] to find a blacktech to install.

top

Enhanced Eyes: These are bioware optics- they do not have any "cyber" in them. Instead of using a camera and cybernetic eye module these are bioengineered eyes which enhancements built into them. Their main advantage over cyberoptics is they have a very low identity loss (1 point) and cannot be detected by thermograph.

As they are meat eyes they cannot use all cyberoptic enhancements and if you want a new option put in, then you have to buy a whole eye to replace the old one. Bio-optics start with 2 options, although better models can have up to 5 (each extra level costs $150). Just one more thing- you can't turn off these options there is no on/off switch.

Enhancement
Description
Cost per eye
IL
Generic
Standard O type eye with 20/20 vision. Has the potiental for two extra options. More advanced eyes cost $150 per extra option (to a maximum of five options).
$600
0
Super Sense
Add +1 perception to all visual tests.
$200
Light Amp
See in poor light; Up to 50m with street lights, or 4m in near total darkness.
$300
Polarisation
You don't need sunglasses anymore. Avoid being blinded by rolling under HT on a D10. If blinded, recovery time is halved.
$350
Telescopic
See x2 per level, each level costing $100. Add x1 per level, to a maximum of x10 (level 8)
$300+
1

top

Enhanced Hearing: For any of the hearing mods to function fully, both inner ears should be replaced. An "ear" replaces the inner and outer ear. Just the inner ear costs $400.

Enhancement
Description
Cost per ear
IL
Generic
Basic O type ear with normal hearing.
$600;
0
Acute Hearing
+1 to all audio perception tests [loud noises may cause D6 STUN loss]
$300
Level Dampen
A function that cuts out heavy noise - make a HT save on a D10 to avoid deafness. Halve recovery time for deafness and halve any STUN loss through loud noises.
$300
Good Balance
Make an HT save to avoid becoming dizzy. +2 to resist space sickness and +1 to acrobatics.
$400
1
Sonic Range
Hear sub/supersonic sounds (similar to a dog). Add +1 audio perception in some instances
$400
1

top

Fuel Tank: is a odd sort of biosystem which stores the nutrients that a body needs. It is situated near the stomach, taking in chemicals over a period of time (so the user doesn't have to glut when the system is empty). It and grows in size, although it is engineered to expand in particular directions so the user does not appear fatter or bloated.

The fuel tank provides the body with sustenance when the host begins to become very hungry. It also releases an appetite suppressor once the body has been fed to prevent the user feeling painfully hungry later on. The biosystem also reprocess body waste fluids more efficiently saving more chemicals if need be. The system, which doesn't actually have a tank in it, holds enough to feed the host with a good range of substances necessary to the body for about two weeks if the user is inactive (ie- resting a lot of the time) and about six days if the user is fairly active (such as walking reasonable distances or physically exerting themselves).

Once the system is empty it will still attempt to reprocess waste fluids. If the biosystem has been drained and when the user has a meal the system will extract twice as much as it would normally from the stomach, which may well leave the user still hungry later on. Bear in mind that even though the user is being fed, they have a lifetime habit of eating at certain times so they may still yearn something to drink, chew and savour. If the user can afford it then this option works better if used in conjunction with a bioengineered stomach.

Fuel Tank M Stores nutrients.
1350
D3

top

Gills: are organic based versions suitable for air breathers. They are implanted close to the lungs and appear like a set of smaller lungs with an extra tract at the base. The gills cover a reasonable area inside the upper chest. The user breathes normally as the motion draws in water (salt or fresh- it makes no difference).

The gills provide enough oxygen for a character to perform normally- as if they were meant to breathe water. The sensation takes some getting used to and a few leisure complexes (and private tutors) now offer a course helping the user adjust and become used to water breathing. An average fee is $300 for a series of 6 lessons. A crash course lasts half a day with 1-to-1 tuition and is available for $450.

Gills C Breathe underwater.
700
D3

top

Improved Digestion System: is an all improved system affecting the stomach and intestines. It is twice as efficient and the normal versions. The user's nutritional intake is doubled, allowing them to eat half as less or half as often. This system is really good if backed up with the fuel tank bio-implant. This bio-implant is popular with streetpunks who need nutrition and surprisingly, corporates who often don't have time to eat. There is also an unefficent version of the digestion system that allows the wearer to eat lots of food, but not absorb too many calories, fats, etc. This version is common with models and people diagnosed with severe weight problems.

Improved Digestion C Improved food processing and digestion
1500
D6

top

Liver Biopump: is a specially designed heart and liver combination organ. It pumps and cycles blood through a vigorous, quick but thorough detoxification process filtering out poisons and other toxins allowing the normal liver some rest. This bio-implant gives a character +2 on tests against poisons, drug addiction, and drug resistance (including alcohol). Because the organ filters blood so thoroughly it also attacks germs and viruses entering through open wounds, so the character heals quicker, giving a +1 to healing.

Liver Biopump C Detoxifcation system (+2 vs drugs & +1 healing).
1200
D3

top

Muscle Graft: slaps on tank grown muscle giving the user an extra point of strength and size per rating (the maxium rating is level two).The grafting may done at separate stages or all at once. These grafts are a common with meatboys. Should the target have the tough bone transformation carried out, additional levels of muscle graft may be implanted up to a level of +3.

Muscle Graft C Tank grown vat muscle to increase size & strength
1000
2D4

top

Nerve Replacements: are tank grown nerves used to replaced natural organic ones or be used to link two cybersystems together effectively giving them their own private line. Neural computers always use them, while a wrist mounted data plug requires one to function.

Nerve Replacement M Replaces damage nerves
100
0

top

Panacea Agents: are genetically engineered cells designed to aid the healing process. The treatment comprises of host-friendly hunter killers, cell nutrients and telltales. The agents are designed to lay low until the body suffers some invasive trauma (gun shot, major cut, etc). They gather at the wound site and each agent is designed for a specific role. The hunter killers work with the body to prevent infection. The telltale cells are designed to alter and attach themselves to viruses or bioweapons. By doing this, it makes it easier for the kill cells to seek out targets. The cell nutrients are present to stimulate new cell growth by releasing growth factors and promote rapid yet accurate replication.

Starting this treatment could not be easier, the host must firstly deposit a blood sample at the clinic. This allows the clinic to match the agents to the user's body chemistry (this process takes one day). Once checked, the user can choose either two injections a day apart; or opt for two implanted fluid sacs. The sac method is just as good as the injections, but it saves the wearer the inconvenience of visiting the clinic regularly (but each sac causes D4 damage during implantation and costs $250). The panacea treatment will give +2 healing and +1 against toxins and drugs. However, the healing process will not activate if the host is only lightly wounded (ie: more than 10% of the wearer's HITS have been lost).

Panacea Agents N Improves tissue repair (+2 healing)
3000
D3

top

Proceptive: is only available for females. It is the opposite to a contraceptive as this bio-implant stimulates egg production 90% of the time despite the menstrual cycle.

Proceptive   Kickstart pregnancy despite current menstral cycle.
150
D3

top

Subskin: Creates a resilient flexible layer underneath the skin on the torso and back. Grants 5/3 AP. Heals at 2 SDP per day (add any healing bonuses). This does not combine with toughskin or dermal armour, it supplants it.

Subskin M Torso armour
1500
D4

top

Superspine: This implant replaces the wearer's spine with a tougher, yet more flexible version. The improved vertebrae give further protection to the spinal column. This involves altering the host's ribcage, although this implant is not effective if any armour is implanted to the torso (this includes any bioware or cybernetic implants except subskin and level one of dermal armour). The torso muscle is genemodded to be rip-resistant although first timers should still be cautious!

The package give increased mobility grants +2 to escape/dodge; +3 to acrobatics, athletics or zerobatics and +2 to escapology or contortion rolls. Furthermore, strength and health both are boosted by +1. The implantation requires very complex surgery and the patient will be unable to move until all the surgery has healed (2D6+12 damage).

Superspine C Increased flexibility
9000
D4

top

ToughSkin: Toughens skin without losing tactile or heat loss abilities. This is not compatable with dermal armour which can superseed this transformation. Grants 3/2 AP except on groin, hands, face and feet. Heals at 2 SDP per day (unless using speedheal drugs). The armour appears at a rate of two SDP per day.

Toughskin N Alternative skin armour
1500
D4

top

Tail: are vat grown and are grafted on at the base of the spine. They are available with scales, plain skin, with a fur coat or even patterned fur or skin. Tails are very strong, they can lift up to six kilos. They are prehensile and can wrap themselves around objects. They can slap or strangle for D6 damage (plus half the person's damage bonus dice). A stronger version of the tail is thicker and while prehensile - works with the same strength as the wearer's arm. This type of tail costs double the listed price and extra D3 indentity loss.

Tail M A prehensile tail graft.
1000+
D4

top

Toxin Hunters: are specially designed NSM's which track, bind on to toxins, break them down into safe compounds or even absorb them. This useful form of nanotech grants the host with a +1 against all toxins which enter the blood stream.

Toxin Hunters N Resist toxins & drugs (+1 vs those substances)
4000
D3

top