Basic Bioware Table
Basic Bioware |
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Adrenal Pump |
1 |
1.25 |
10/16d |
60,000 |
3.00 |
5P-R |
Basic |
" |
2 |
2.50 |
" |
100,000 |
" |
" |
" |
Cat's Eyes |
- |
0.20 |
4/6d |
15,000 |
1.00 |
Legal |
Basic |
Chemical Gland |
- |
0.60 |
10/4d |
*30,000 |
3.00 |
5-Q |
Basic |
Digestive Expansion |
- |
1.00 |
6/10d |
80,000 |
2.00 |
Legal |
Basic |
Elastic Joints (C) |
- |
0.60 |
6/96h |
40,000 |
1.50 |
Legal |
Basic |
Enhanced Articulation |
- |
0.60 |
5/6d |
40,000 |
1.50 |
Legal |
Basic |
Enhanced Pheromone Receptors (C) |
1 |
0.20 |
8/48h |
5,000 |
1.50 |
Legal |
Basic |
" |
2 |
0.40 |
" |
10,000 |
" |
" |
" |
" |
3 |
0.60 |
" |
15,000 |
" |
" |
" |
Extended Volume |
1 |
0.20 |
4/4d |
8,000 |
1.00 |
Legal |
Basic |
" |
2 |
0.30 |
" |
15,000 |
" |
" |
" |
" |
3 |
0.40 |
" |
25,000 |
" |
" |
" |
Metabolic Arrester |
- |
0.60 |
6/8d |
20,000 |
1.50 |
Legal |
Basic |
Muscle Augmentation |
1 |
0.40 |
6/6d |
20,000 |
0.90 |
4P-Q |
Basic |
" |
2 |
0.80 |
" |
40,000 |
" |
" |
" |
" |
3 |
1.20 |
" |
60,000 |
" |
" |
" |
" |
4 |
1.60 |
" |
80,000 |
" |
" |
" |
Muscle Toner |
1 |
0.40 |
6/6d |
25,000 |
0.90 |
4P-Q |
Basic |
" |
2 |
0.80 |
" |
50,000 |
" |
" |
" |
" |
3 |
1.20 |
" |
75,000 |
" |
" |
" |
" |
4 |
1.60 |
" |
100,000 |
" |
" |
" |
Nephritic Screen |
- |
0.40 |
4/4d |
20,000 |
1.00 |
Legal |
Basic |
Nictitating Membranes |
- |
0.10 |
4/6d |
8,000 |
1.00 |
Legal |
Basic |
Orthoskin |
1 |
0.50 |
8/8d |
25,000 |
0.80 |
5P-N |
Basic |
" |
2 |
1.00 |
" |
60,000 |
" |
" |
" |
" |
3 |
1.50 |
" |
100,000 |
" |
" |
" |
Pathogenic Defense |
1 |
0.20 |
4/4d |
24,000 |
1.50 |
Legal |
Basic |
" |
2+ |
Rating*0.20 |
" |
Rating*24,000 |
" |
" |
" |
Platelet Factories |
- |
0.40 |
5/8d |
30,000 |
1.50 |
Legal |
Basic |
Suprathyroid Gland |
- |
1.40 |
8/12d |
50,000 |
2.50 |
6P-Q |
Basic |
Symbiotes |
1 |
0.40 |
5/10d |
15,000 |
1.00 |
Legal |
Basic |
" |
2 |
0.70 |
" |
35,000 |
" |
" |
" |
" |
3 |
1.00 |
" |
60,000 |
" |
" |
" |
Synthacardium |
1 |
0.20 |
4/10d |
6,000 |
1.50 |
Legal |
Basic |
" |
2 |
0.30 |
" |
15,000 |
" |
" |
" |
Tailored Pheromones |
1 |
0.40 |
12/14d |
20,000 |
2.00 |
Legal |
Basic |
" |
2 |
0.60 |
" |
45,000 |
" |
" |
" |
Toxin Extractor |
1 |
0.40 |
4/4d |
45,000 |
1.00 |
Legal |
Basic |
" |
2+ |
Rating*0.40 |
" |
Rating*45,000 |
" |
" |
" |
Tracheal Filter |
1 |
0.40 |
4/4d |
60,000 |
1.00 |
Legal |
Basic |
" |
2+ |
Rating*0.40 |
" |
Rating*60,000 |
" |
" |
" |
Troll's Eyes (C) |
- |
0.20 |
6/96h |
15,000 |
1.00 |
Legal |
Basic |
(C): Custom basic bioware for Denver |
Acquiring Basic Bioware As Cultured |
Cost Multiplier |
BI Multiplier |
Avail Increase |
x4 |
x0.75 |
+2/x5 |
|
Adrenal Pump
This is a small, muscular sac implanted in the lower abdominal cavity and connected to each of the two suprarenal, or adrenal, glands. When dormant, the pump serves as a reservoir for adrenaline and noradrenaline. When activated, the sac contracts, sending a surge of concentrates into the bloodstream. Stress and other emotional states such as anger, fear or lust will also activate the pump.
The actual combat effectiveness of the pump is variable, as the effects produced by hormones depend both on the amount secreted and the responsiveness of the tissue in question.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Adrenal Pump |
1 |
1.25 |
10/16d |
60,000 |
3.00 |
5P-R |
Basic |
" |
2 |
2.50 |
" |
100,000 |
" |
" |
" |
The Adrenal Pump comes in two levels. Once active, roll 1D6 for each level: the die result indicates the number of Combat Turns the hormones stay in the blood and, therefore, the number of turns the bonuses will apply.
The Adrenal Pump is normally triggered involuntarily, whenever the character suffers Physical or Stun damage. If the character has pain resistance bioware or magic that blocks pain, the pump will not activate until the character suffers wound modifiers. The GM might also choose other conditions or emotions to trigger the pump. For example, the use of the Fear critter power would probably trigger the pump.
The Adrenal Pump can also be triggered on demand by inhaling a dose of the adrenocorticotropic hormone (ACTH). The drug MAO can suppress the effects of unwanted pump activation.
Each level of the pump adds 1 to Quickness, 2 to Strength, 1 to Willpower and 2 to Reaction for as long as the concentrates remain in the bloodstream. The Quickness bonus does not affect Reaction, nor does the Reaction bonus afect the Control Pool. However, the Quickness and Willpower bonuses affect the Combat Pool.
When the duration of the pump's effects ends, the character crashes from system shock and fatigue. He must roll Body to resist Deadly Stun damage with a Power equal to the number of turns the hormones remained in the blood.
Once the effects have worn off, the pump must regenerate its supply, a process that takes 9+1d6 minutes. If the pump activates again before the sac has been refilled, reduce the number of turns for its effect duration by half, rounding down.
Adrenal Pumps are not compatible with Move-by-Wire systems, as the combination produces violent and uncontrollable responses that are out of proportion to stimuli and the body's natural reflexes. Such catastrophic overstimulation is unworkable.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Adrenal pump users are prone to twitchiness and sometimes suffer from uncontrollable shaking.
Moderate Stress: High levels of adrenaline and noradrenaline in the bloodstream contribute to high blood pressure. The character suffers -1 die on all Athletics tests.
Serious Stress: Users are more prone to critical heart failure through sheer overexertion. Every time the pump is activated, roll 2D6. On a result of 2, the character suffers immediate cardiac arrest. This heart attack causes Deadly Physical damage, no resistance.
Deadly Stress: The Adrenal Pump ceases to function; it cannot be triggered accidentally or voluntarily. However, it does activate at random times, usually when the character least needs it.
Cat's Eyes
The recipient of Cat's Eyes receives a new set of replacement eyes, vat-grown and specially designed to incorporate a structure that amplifies light and enhances the user's night vision. The number of light-sensitive rods and detail-enhancing cones in the eye also increase. Like the eyes of a cat, this bioware incorporates a mirror-like organ in the cornea that reflects light toward the retina. Under low-light conditions, these eyes seem to be reflective and to glow in the dark. The pupils are also slitted like a cat's eyes, to increase the amount of light received. These eyes perceive color.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Cat's Eyes |
- |
0.20 |
4/6d |
15,000 |
1.00 |
Legal |
Basic |
This bioware provides low-light vision. Like cybereyes, any racial benefits, such as thermographic vision, are lost. Unlike cybereyes, however, this vision counts as natural, not cybernetic, for purposes of visibility modifiers.
Cat's Eyes are not compatible with Cybereyes, Retinal Duplication, Retinal Tailors nanoware, Troll's Eyes bioware or other retinal modifications.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users sometimes have difficulty distinguishing between colors and are sensitive to bright light.
Moderate Stress: Bright flashes have more effect against these eyes; apply an additional +1 modifier to the effects of flash-paks and strobe lights.
Serious Stress: Users see the world only in shades of black and grey. Apply a +4 Perception Modifier to distinguishing between colors.
Deadly Stress: If the eyes fail, the user is essentially blinded (+8 to all visual Perception Tests and actions requiring sight).
Chemical Gland
A Chemical Gland is a sac lined with specialized and genetically tailored cells designed to produce a single naturally occurring compound. The compound is stored in the sac until used and can be deployed in one of four ways, described in the Implant Options tab. To prevent accidental injury from the internalized chemical, the character is also partially immunized against it.
Examples of these natural compounds include arsenic; venom; toxins from insects and spiders; ink, such as octopuses produce; royal jelly, a nutritious substance produced for queen bees; insulin; slime, as exuded by snails; and some mild acids.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Chemical Gland |
- |
0.60 |
10/4d |
30,000* |
3.00 |
5-Q |
Basic |
Exhalation Spray: Implanted in the neck above the larynx, the gland is equipped with sphincters. When triggered via a "learned" reflex — such as a massive diaphragm contraction causing a deep inhalation, followed by a strong exhaling action — the sphincters open and the compound is exhaled much like an aerosol. To hit an intended target, the character must take a Complex Action and make a Ranged Attack Test, using Quickness as the attack skill — Combat Pool can be used. The maximum range equals one-half the unaugmented Body Attribute in meters, rounded down. The spray has a choke setting of two. The exhalation spray does not linger as a cloud.
Spit: Also implanted in the neck, the gland collects the compound in a sphincter-equipped mucus reservoir sac. When contracted, the sac spits the compound, expelling it through the mouth. To strike an intended target, use the same procedure as the exhalation spray, except the shotgun spread rules do not apply. The spit's range is equal to the character's unaugmented Body in meters and can only affect one target. Apply a +1 TN mod for every meter.
Internal Release: The gland can be designed to regularly release measured doses of the compound into the user's bloodstream, this serving as a biological auto-injector. This version can be implanted almost anywhere within the body. This gland constantly keeps the equivalent of one dose in the character's body.
Weapon Reservoir: When implanted next to a bladed cyberweapon, the gland coats the blade when it is retracted. Cyber dartguns and cybersquirts can also draw from this reservoir, though the dosage is limited.
The sac can manufacture only one compound which must be chosen prior to implantation. At the GM's discretion, some compounds might be unavailable. The gland requires 24 hours to manufacture one dose, and it can hold a maximum of five doses. A character with a sac containing a compound such as arsenic receives double his unaugmented Body rating to resist attacks against him made with that compound. The Chemical Gland costs 30,000 nuyen, plus 100 times the cost of one dose of the compound.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The gland frequently becomes irritated and noticeably swollen, causing discomfort.
Moderate Stress: The gland only produces a new dose every 48 hours.
Serious Stress: The gland can only hold two doses at a time.
Deadly Stress: The gland fails and does not produce any more compounds until its host is healed.
Digestive Expansion
This involves a series of treatments that greatly expand the range of things a metahuman can safely digest. The stomach lining is toughened and modified to produce more enzymes and acids to break down matter, and the pancreas and liver are enhanced to produce improved bile and enzymes that aid in digesting food in the small intestine.
The result allows the user to safely consume a great variety of organic materials as food — including roots, grass, peat and a number of plants that are normally considered inedible. The improved digestive tract also provides protection against toxic materials, such as rhubarb leaves, smooth lepiota mushrooms an so on. This treatment also modifies the taste buds and olfactory senses, making it easier for the user to "stomach" unusual foods.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Digestive Expansion |
- |
1.00 |
6/10d |
80,000 |
2.00 |
Legal |
Basic |
A character with digestive expansion can consume almost anything organic, from someone's cotton shirt to cactus to enriched soil. "Back to nature" types commonly acquire this bioware, as do others who may need to survive in harsh environments. Reduce Lifestyle costs by 20 percent for the character.
The hardened digestive process also provides immunity to things that would lead to food poisoning in normal metahumans. The Power of ingested toxins is reduced by half (round down). The negative effects can also be cut in half at the GM's discretion.
Characters with this bioware have "dulled" taste buds and a poor sense of smell. Any taste- or smell-based Perception Tests are made at -1 die.
Digestive Expansion is not compatible with the Clean Metabolism and Dietware cosmetic bioware implants.
The 20 percent Lifestyle cost reduction, however, does help to offset the Suprathyroid's 40 percent Lifestyle cost increase.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Heartburn, stomach aches and indigestion are common. Bulimia is a common psychological side effect.
Moderate Stress: The digestive system becomes less effective at breaking down toxins; the Power of ingested toxins is reduced by a quarter.
Serious Stress: Ulcers plague the character, causing him Light Physical and Stun wounds until treated.
Deadly Stress: The character's digestive system fails. The person cannot hold down food, and what little does stay down is painful to digest. The character is saddled with a Serious Physical wound, and he will die of starvation in a number of days equal to his Body x 10.
Elastic Joints (Custom)
This treatment replaces the articular capsule of all major joints with an elastic biosynthetic material that is substantially more robust. At the same time, the socket hold and nerve density are slightly reduced. The net effect improves the ease with which a joint can be dislocated and replaced into its socket, resulting in amazing flexibility and feats of contortion.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Elastic Joints (C) |
- |
0.60 |
6/96h |
40,000 |
1.50 |
Legal |
Basic |
The recipient receives a -2 TN modifier to all Escape Artist tests and to all attempts to escape grappling. She can also pass through openings that would normally be too small for a person of her size, or remain comfortable in spaces that are too small.
This modification is not compatible with Enhanced Articulation.
Enhanced Articulation
Enhanced Articulation is a product of extensive procedures, including joint-surface coating, relubrication and tendon and ligament augmentation designed for fluid muscle and joint action. Studies show that individuals with Enhanced Articulation might be immune to many arthritic conditions.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Enhanced Articulation |
- |
0.60 |
5/6d |
40,000 |
1.50 |
Legal |
Basic |
Enhanced Articulation allows a character to move faster and more precisely. Possessors roll an additional die when making any Success Test involving Combat, Physical, Technical and B/R Skills. The bonus also applies to physical use of Vehicle Skills — driving a car remotely or via datajack does not qualify for the bonus.
Users gain a +1 Reaction bonus, which has no effect on rigging or decking and does not affect the Combat or Control Pools.
Shadowrun Denver MU* uses the following HR for Enhanced Articulation, 'hr:ware,' reprinted here for clarity.
Enhanced Articulation does not apply to all Active Skills. Specifically, it does not apply to Social Skills, the Computer Skill, or to any Magical Skill. It does not apply to Ambidexterity, or to the Small Unit Tactics skill.
In addition, the M&M restriction on Enhanced Articulation not working if you have multiple cyberlimbs is NOT enforced on this game.
It should also be noted that Enhanced Articulation does not apply anywhere it does not make sense. This includes when rigging vehicles. Any test that does not involve physical manipulation through your body does not benefit from this item. (Example: using your Biotech skill to make a diagnosis). Any test that is purely mental, in other words, does not benefit.
Enhanced Articulation is incompatible with Elastic Joints.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Muscle pains and cramps are common. Users usually must limber themselves up.
Moderate Stress: The user develops tendonitis; apply a +1 modifier to all actions involving the affected limb.
Serious Stress: Pulled muscles plague the user. Apply a +1 target number modifier to all physical activities.
Deadly Stress: A joint pops out of its socket. All tests using that limb are at +6. The character also suffers a Serious wound that cannot be healed until the joint is realigned, which takes a Biotech (6) Test. After realignment, the limb is still injured — incurring a +4 modifier to all tests involving it — until the Deadly Stress is healed. If a leg is affected, Movement Rate is cut in half and the individual cannot run.
Enhanced Pheromone Receptors (Custom)
While cyberware can provide implanted gas analyzers of high sensitivity to improve scent abilities, this biomod combines a boost to the neural pathways between nose and brain with a higher concentration of scent receptors, providing a more intuitive, high contrast sense of smell. This enhances a metahuman's innate ability to discern and react to individuals by scent, as well as detecting basic emotional cues (fear, anger, lust) from smells.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Enhanced Pheromone Receptors (C) |
1 |
0.20 |
8/48h |
5,000 |
1.50 |
Legal |
Basic |
" |
2 |
0.40 |
" |
10,000 |
" |
" |
" |
" |
3 |
0.60 |
" |
15,000 |
" |
" |
" |
The recipient can learn to identify individual people and animals by smell and can detect basic emotional states. Add the enhanced pheromone receptors rating to any Perception Tests involving smells and people or animals. Also add half the rating (round up) to any test involving social interaction; this bonus only applies if the recipient can smell the person or people he is interacting with. Strong odors (such as perfume) may diminish this ability, or even confuse it if more 1s than successes are rolled. Additionally, recipients may experience extreme discomfort in crowds due to the overwhelming amount of odors. They suffer a target number penalty equal to half the receptors' rating (round up) to all tests due to the strong distraction. A respirator reduces these penalties by its rating.
Tailored Pheromones provide twice their normal bonus against the recipient, and if the recipient also has an Adrenal Pump, the pump may be set off by other peoples smell of fear, anger, and lust — roll a Willpower (6) Test, +1 for every two levels of the receptors' rating (round up). There are 3 levels available.
Extended Volume
An average adult's lungs contain approximately 2.5 liters of air. However, the actual tidal volume — the amount of air that enters and leaves the lungs with each breath — is only .5 liters. By augmenting the amount of flex in the diaphragm, it is possible to increase the tidal volume, thus increasing the efficiency of gas exchange and enhancing stamina.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Extended Volume |
1 |
0.20 |
4/4d |
8,000 |
1.00 |
Legal |
Basic |
" |
2 |
0.30 |
" |
15,000 |
" |
" |
" |
" |
3 |
0.40 |
" |
25,000 |
" |
" |
" |
An average adult can hold his breath for approximately 45 seconds. Each level of Extended Volume increases that amount of time by an additional 45 seconds. Each level also applies a -1 modifier to any tests involving stamina, such as fatigue.
This bioware is not compatible with Internal Air Tank cyberware.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users have frequent bouts of hiccups and sleep apnea, inconsistent breathing that leads to poor sleep.
Moderate Stress: High anxiety or situations of high physical exertion can trigger hyperventilation if the character fails a Body (8) Test. Hyperventilating characters suffer -1 Willpower and Light Stun damage.
Serious Stress: The character's diaphragm tears, causing a hernia. He receives a +1 modifier when using Strength or Strength-linked skills. Any tests made with Strength or linked skills inflict 6L damage.
Deadly Stress: The character's lungs partially collapse, and he has difficulty breathing. A Serious Physical wound is inflicted until the Stress is lowered beneath Deadly.
Metabolic Arrester
Similar to the Suprathyroid, the Metabolic Arrester is a regulating gland grown on top of the thyroid. Under conditions where the body seems to be suffering from massive trauma, as measured by a severe drop in blood pressure and the presence of high levels of endorphins, the Metabolic Arrester supersedes the thyroid's metabolic functions, drastically decreasing the body's metabolic rate. As the heart and breathing rates slow to minimal levels and the body's temperature drops, the character takes on a death-like pallor. The lowered body functions help stave off the effects of trauma and lower nanite loss.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Metabolic Arrester |
- |
0.60 |
6/8d |
20,000 |
1.50 |
Legal |
Basic |
When a character suffers at least 10 boxes of Physical damage, the Metabolic Arrester kicks in and places the body in near-metabolic stasis. The body's metabolic processes are slowed by a factor of five. If the character is not stabilized, he suffers an additional box of Overflow damage every (Body x5) Combat Turns instead of every (Body) Turns as normal.
When the Metabolic Arrester is active, it takes a Biotech (4) Test to determine that the character is still alive.
The Metabolic Arrester is not compatible with the Suprathyroid or Adrenal Pump.
If a Metabolic Arrester is activated at the same time a Hibernate spell or Suspended State adept power affects the character, only the strongest effect applies — the metabolic rate decrease is not cumulative.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The character tends to be tired and needs more sleep.
Moderate Stress: The Arrester only slows the user's metabolism by a factor of two.
Serious Stress: The Metabolic Arrester becomes triggered when the user suffers Serious Physical damage. The individual falls unconscious and his metabolism slows.
Deadly Stress: The Metabolic Arrester doesn't function.
Muscle Augmentation
Using a biological weaving treatment, special vat-grown muscle cables are braided into existing muscle fibers, enhancing the muscle's mass and performance.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Muscle Augmentation |
1 |
0.40 |
6/6d |
20,000 |
0.90 |
4P-Q |
Basic |
" |
2 |
0.80 |
" |
40,000 |
" |
" |
" |
" |
3 |
1.20 |
" |
60,000 |
" |
" |
" |
" |
4 |
1.60 |
" |
80,000 |
" |
" |
" |
Muscle Augmentation is available in four levels. Each level adds 1 to the character's Strength, to a maximum bonus of +4.
Muscle Augmentation is not compatible with Muscle Replacement cyberware.
Cannot be installed within cyberlimbs; if a character has both, the effects of the bioware are reduced as described in Cyberware Compatibility, p32 M&M.
Muscle Augmentation is not compatible with cyberlimbs, though it can be used to enhance the remaining natural parts of a person's body.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Muscle stiffness is common. Users must limber themselves up.
Moderate Stress: The user develops muscle tremors and spasms in a specific limb (GM's choice); apply a +1 modifier to all actions involving that limb.
Serious Stress: Inflamed ligaments and tendons are common. Apply a +1 modifier to all tests involving physical activity.
Deadly Stress: The character's muscles tear, and his Strength is reduced to half of the unaugmented value. Apply a +2 modifier to all tests involving physical activity.
Muscle Toner
This treatment incorporates vat-grown elastic muscle fibers into existing muscle tissue, increasing muscle tension and flexibility. Users of this augmentation are quicker and more limber.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Muscle Toner |
1 |
0.40 |
6/6d |
25,000 |
0.90 |
4P-Q |
Basic |
" |
2 |
0.80 |
" |
50,000 |
" |
" |
" |
" |
3 |
1.20 |
" |
75,000 |
" |
" |
" |
" |
4 |
1.60 |
" |
100,000 |
" |
" |
" |
Muscle Toner is available in four levels. Each level adds 1 to the character's Quickness, to a maximum bonus of +4. This Quickness bonus can increase the character's Reaction, except when rigging or decking. It can also increase the Combat Pool, but not the Control Pool.
Additionally, for every two full levels apply a -1 modifier to Athletics (Escape Artist) Tests.
Muscle Toner is not compatible with Muscle Replacement cyberware.
Cannot be installed within cyberlimbs; if a character has both, the effects of the bioware are reduced as described in Cyberware Compatibility, p32 M&M.
Muscle Toner is not compatible with cyberlimbs, though it can be used to enhance the remaining natural parts of a person's body.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Muscle pains and cramps are common. Users must limber themselves up.
Moderate Stress: The user develops tendonitis in a limb (GM's choice); apply a +1 modifier to all actions involving that limb.
Serious Stress: Inflamed ligaments and pulled muscles are common. Apply a +1 modifier to all tests involving physical activity.
Deadly Stress: The character's tendons and ligaments rip, reducing his Quickness to half of its unaugmented value. Apply a +2 modifier to all tests involving physical activity.
Nephritic Screen
With the installation of a Nephritic Screen, the kidney is rebuilt to improve filtration and reclamation. Finer discrimination in the removal of waste products and the reclamation of useful materials causes a greater level of well-being.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Nephritic Screen |
- |
0.40 |
4/4d |
20,000 |
1.00 |
Legal |
Basic |
Users possessing a Nephritic Screen add 1 to their Body Attribute for tests to resist toxins and pathogenic agents. In addition, the screen acts to combat the effects of pathogens and blood-vectored toxins; reduce their Power by 1.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The Nephritic Screen begins to filter out needed nutrients as well as toxins. Users might need to take nutrition supplements.
Moderate Stress: The filter becomes overloaded, and the Power reduction bonus no longer applies.
Serious Stress: Occasionally, the Nephritic Screen accumulates a threatening mass of non-filtered toxic particles, which slowly leak into the user's system, poisoning him. In addition to numerous unpleasant side effects suchh as blisters, rashes and other ailments, the character is inflicted with a Light Physical wound until the screen is cleaned. Cleaning requires therapeutic surgery.
Deadly Stress: The screen stops filtering, and the toxicity causes a urinary tract infection. The character suffers from a Serious Physical wound until the screen is repaired.
Nictitating Membranes
This process stimulates the growth of a clear protective membrane covering the eyes, similar to that possessed by many animals. This "inner eyelid" protects the eyes, keeping out sand, grit, smoke and other irritants. This eye protection eases underwater activities. The membranes are light sensitive and become tinted under bright light. Further, they are polarized to reduce glare.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Nictitating Membranes |
- |
0.10 |
4/6d |
8,000 |
1.00 |
Legal |
Basic |
Nictitating Membranes reduce the effects of smoke and other eye irritants, such as CS/tear gas; reduce any modifiers applied by 1. They also act as Flare Compensation cyberware for defending against flashes and glare.
Nictitating Membranes are not compatible with cybereyes or Flare Compensation retinal modification. They also prevent the recipient from wearing contact lenses.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users develop watery eyes.
Moderate Stress: Nictitating Membranes hinder the character's night vision; apply an additional +1 modifier under low light or worse conditions.
Serious Stress: The membranes become clouded and gummy, causing a +1 Perception Test modifier.
Deadly Stress: The membranes rip, providing no bonuses until healed.
Orthoskin
Orthoskin weaves an energy-diffusing material just beneath the skin that provides the equivalent of personal armor. The individual's skin is peeled back section by section, and the body's dermal layer is fortified by grafts of synthagen (a strengthened and reinforced collagen-protein derivative), flextin (a synthetic and more resilient form of the elastin protein) and flakes of modified and laced cartilage. Once transplanted, Orthoskin grows like normal skin and is virtually indistinguishable from unaugmented skin, as the underlying subdermis is altered at the same time. Orthoskin usually heals with little or no scarring. However, characters with Orthoskin lose some degree of sensitivity of touch because of the increased density of the dermis.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Orthoskin |
1 |
0.50 |
8/8d |
25,000 |
0.80 |
5P-N |
Basic |
" |
2 |
1.00 |
" |
60,000 |
" |
" |
" |
" |
3 |
1.50 |
" |
100,000 |
" |
" |
" |
Much more durable and resistant to damage and environmental extremes, Orthoskin gives a character extra levels of both Impact and Ballistic armor, which is cumulative with externally worn armor.
Orthoskin is available in three levels. The armor bonus provided at each level is detailed below:
Level |
Armor |
Concealability |
1 |
+1 Impact |
10 |
2 |
+1 Ballistic, +1 Impact |
9 |
3 |
+1 Ballistic, +2 Impact |
8 |
To reflect the loss of skin sensitivity, add the Orthoskin level to the target number for tactile-based Perception Tests.
Orthoskin is not compatible with dermal plating or dermal sheathing. Orthoskin cannot be implanted on cyberlimbs, and the presence of cyberlimbs may reduce its effectiveness elsewhere on the body.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Characters exhibit unsightly dry and flaky skin.
Moderate Stress: When damage is suffered, scars may develop. Apply a +2 modifier to the Body Test for scarring (see p132 M&M).
Serious Stress: The Orthoskin becomes stiff and rigid, refusing to stretch easily. The character suffers a -1 Quickness penalty.
Deadly Stress: The Orthoskin degenerates, and the character suffers from drastic eczema — uncomfortable rashes and blisters. Bits and flakes of cartilage also lodge themselves in joints and muscles. The character suffers a Light wound and the armor bonus is reduced by 1 until the Stress is healed.
Pathogenic Defense
The Pathogenic Defense augmentation involves an enhancement of the spleen, spearheading the production of more effective and aggressive leukocytes, or white blood cells. These cells re then released into the bloodstream and lymphatic system to combat disease and infection.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Pathogenic Defense |
1 |
0.20 |
4/4d |
24,000 |
1.50 |
Legal |
Basic |
" |
2+ |
Rating*0.20 |
" |
Rating*24,000 |
" |
" |
" |
Pathogenic Defense is available in variable levels, up to a maximum of half the character's unaugmented Body (round down). When combating disease, allergens, microbiologicals, and other foreign particles — not including chemical compounds — reduce the Power Level of the biological attack by 1 for every level of Pathogenic Defense.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users actually become more vulnerable to common colds and fevers.
Moderate Stress: Unhealthy Pathogenic Defense systems can lead to leukemia, as they produce large numbers of abnormal and defective leukocytes that overwhelm normal white blood cells. This leaves the character vulnerable to infection; reduce the Body dice for resisting disease by 1.
Serious Stress: The leukemia intensifies. Reduce the Body dice for resisting disease by 1 per level of Pathogenic Defense.
Deadly Stress: The character's leukemia becomes chronic, and the character loses all bonuses from the Pathogenic Defense.
Platelet Factories
Platelets are cell fragments in the blood that play a vital role in clotting. Platelet Factories increase the body's ability to handle damage by selectively accelerating the production of platelets within bone marrow. More platelets in the bloodstream help to lessen the trauma from large wounds, as the bleeding quickly stops and clots.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Platelet Factory |
- |
0.40 |
5/8d |
30,000 |
1.50 |
Legal |
Basic |
Platelet Factories remove one box from any Moderate or higher Physical wound. For example, a character implanted with Platelet Factories would mark off five boxes on the Physical Condition Monitor for a Serious wound, rather than the usual six.
A high concentration of platelets present the risk of thrombosis — the clotting/coagulation of blood. This can result in deadly embolisms — blocking of the arteries. To counter this risk, the character must take special anticoagulants daily. If the anticoagulant is not administered, make a Body Test every 12 hours against TN 3, applying a +1 mod for each day the character has not taken the anticoagulant. If the test generates no successes, the character has suffered a cardiac arrest or aneurysm stemming from an embolism; a Deadly Physical wound is inflicted immediately and no Damage Resistance Test is made.
The anticoagulant costs 20 nuyen a dose for an injected formula and 25 per dose for the orally administered pill.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users suffer from poor circulation, leading to cold extremities and tingling sensations.
Moderate Stress: Platelet Factories frequently produce temporary internal blood clots that can lead to painful vein inflammations. Each day the character does not succeed in a Body (6) Test, he suffers a Light wound.
Serious Stress: Platelet Factories can overtax bone marrow, creating deficiencies in other bone marrow products, such as hemoglobin, making the character susceptible (-2 Body) to disease and infection.
Deadly Stress: A blood clot in the brain leads to a stroke. The character immediately suffers Deadly Physical damage and could suffer long-term impediments to certain brain or motor functions at the GM's discretion.
Suprathyroid Gland
The Suprathyroid Gland is a regulating gland that is grown and then implanted on top of an individual's existing thyroid gland. This Suprathyroid Gland supersedes the metabolic functions of the thyroid, optimizing catabolism (the breakdown of complex substances, such as starches into sugars) and anabolism (the chemical conversion of substances, such as the construction of complex sugars). The altered metabolism produces more energy and effectively supercharges the recipient. With the higher levels of energy available, characters with a Suprathyroid have a tendency toward hyperactivity.
Individuals implanted with a Suprathyroid Gland must ingest twice as much food and drink as the normal person to fuel the higher metabolic rate.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Suprathyroid Gland |
- |
1.40 |
8/12d |
50,000 |
2.50 |
6P-Q |
Basic |
A character with a Suprathyroid Gland receives +1 to all of his Physical Attributes and Reaction. Quickness raised in this fashion can also increase Reaction and the Combat Pool. The Control Pool is not affected by this bioware.
A character with a Suprathyroid must increase their Lifestyle costs by 40 percent. This cost accounts for either extra food — eating twice as often — or the expense of a tailored diet.
If a character has both a Suprathyroid and Symbiotes, the increased food requirements are cumulative. A character who has a Suprathyroid and Level 3 Symbiotes, for example, would have to increase his Lifestyle costs by +100 percent (40 percent Suprathyroid plus 60 percent Level 3 Symbiotes). The Lifestyle cost reduction (-20 percent) of Digestive Expansion can decrease the Suprathyroid Lifestyle costs.
As most reactions within the body are exothermic — they give out heat — a person with a Suprathyroid gives off more heat, which permits observers with thermographic capability a -1 target modifier to notice him. The character's Signature is also reduced by 1 for sensor and sensor-enhanced Gunnery Tests.
The Suprathyroid is not compatible with the Metabolic Arrester. And like the Adrenal Pump, Suprathyroid Glands are incompatible with the Move-by-Wire system.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Characters with a Suprathyroid are usually hot and sweaty and tend to suffer from weight loss.
Moderate Stress: Users find it difficult to sleep, and they are often fatigued (+1 Perception Test modifier).
Serious Stress: Extreme fatigue plagues the user, as the body fails to relax. The character suffers -1 to all Mental Attributes.
Deadly Stress: The character suffers immediate cardiac arrest. This heart attack causes Deadly Physical damage, no resistance.
Symbiotes
Symbiotes consist of a number of tailored microorganisms that are introduced into the host's bloodstream. They dramatically enhance the body's regenerative functions, reducing the host's natural healing time. To fuel the symbiote activity, the character must increase his food and drink consumption. As this enhancement does not affect the stomach's capacity, the increased demand for food must be handled either by eating more often or by ingesting an expansive diet of tailored nutrients.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Symbiotes |
1 |
0.40 |
5/10d |
15,000 |
1.00 |
Legal |
Basic |
" |
2 |
0.70 |
" |
35,000 |
" |
" |
" |
" |
3 |
1.00 |
" |
60,000 |
" |
" |
" |
Symbiotes are available in three levels. The amount by which they reduce healing time are detailed below:
Rating |
% of Normal Healing Time |
Lifestyle Cost Increase |
1 |
90% |
+20% |
2 |
70% |
+40% |
3 |
50% |
+60% |
Characters with Symbiotes must increase their Lifestyle costs by 20 percent per level to account for increased food intake. This percentage is cumulative with the cost increase of having a Suprathyroid and is decreased by Digestive Expansion.
Lost blood volume due to physical trauma and bleeding does not greatly offset Symbiote functioning. The symbiotes will regenerate and grow along with the replenishing blood supply.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Characters with Symbiotes suffer from weight loss.
Moderate Stress: The character's symbiote activities increase the body's exothermic reactions, meaning the character gives off more heat. This gives observers with thermographic capability a -1 target modifier to notice him. The character's Signature is also reduced by 1 for sensor and sensor-enhanced Gunnery Tests.
Serious Stress: The healing time percentage bonus provided by the Symbiotes is reduced by half (95 perccent Level 1, 85 percent Level 2, 75 percent Level 3).
Deadly Stress: The Symbiotes do not provide a healing bonus.
Synthacardium
A Synthacardium consists of artificially enhanced myocardium, the hear's muscle tissue. When added to the heart, it enables the organ to perform at higher levels.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Synthacardium |
1 |
0.20 |
4/10d |
6,000 |
1.50 |
Legal |
Basic |
" |
2 |
0.30 |
" |
15,000 |
" |
" |
" |
The Synthacardium is available in two levels. Each level adds 1 die to Athletics Tests and tasks. The character also becomes less prone to heart diseases and other cardiac-related problems. Characters receive an extra die for each level of Synthacardium in their hearts for all tests to resist cardiac and circulatory-based conditions or ailments.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Recipients frequently suffer acute migraine headaches from high blood pressure.
Moderate Stress: Hypertension — abnormally high blood pressure — is common among Synthacardium users, increasing the probability of a stroke. Whenever the character makes an Athletics Test, roll 2D6. On a result of 2, a stroke occurs. The exact effects are left up to the GM, but they might include paralysis or loss of certain senses or mental functions, perhaps indicated by -1 Intelligence or a Mental Flaw.
Serious Stress: The character suffers chest pains and is inflicted with Light Stun damage until the Stress is healed.
Deadly Stress: The bonuses provided by the Synthacardium do not apply.
Tailored Pheromones
Pheromones are chemical signals emitted by animals. These pheromones can subconsciously alter other animals' behavior. Pheromones are usually used as "presence scents," to establish a zone of dominance or attract members of the opposite sex.
By altering an individual's sweat glands, specially designed pheromones may be released, dispersing into the area and subtly influencing others. These tailored pheromones are full-spectrum, boosting all pheromone scents, not just sex-oriented ones. Pheromone augmentation continues to function even in the person is in the presence of another person with Tailored Pheromones.
Pheromones are species-specific; though human and metahuman pheromones are similar, pheromones will have no effect on non-humanoid creatures. Tailored Pheromones are designed to affect all metatypes equally.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Tailored Pheromones |
1 |
0.40 |
12/14d |
20,000 |
2.00 |
Legal |
Basic |
" |
2 |
0.60 |
" |
45,000 |
" |
" |
" |
Tailored Pheromones are available in two levels. Each level adds 1 die to the recipient's Charisma and Social Skill Tests. Tailored Pheromones have no effect on Conjuring or astral abilities and skills.
Dispersion is largely dependent on atmospheric conditions. Under average conditions — for example, an open area with little or no wind — the effect extends from the source in a circle approximately 15 to 20 meters in diameter. Mild air currents can increase the area covered, but stronger winds will disperse the pheromones before they can take effect.
The effectiveness of pheromones depends on the olfactory system of the targets. Pheromones have no effect on individuals with impaired olfactory abilities or those unable to use their sense of smell, such as astral travelers. Tailored Pheromones cannot be detected by standard metahuman senses.
Cultured pheromones are exceptionally powerful — double the normally acquired benefits, and extend ranges by an additional 50 percent.
Also see the custom item Pheromone Scent Spray which provides similar effects.
Effects may be negated by appropriately rated Nasal Filters (available as gear and/or cyberware).
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Characters leave a more lasting impression than usual on others.
Moderate Stress: The pheromones suffer a halved area of effect.
Serious Stress: For each person the character encounters, there is a 50 percent chance the pheromones have the opposite intended effect.
Deadly Stress: The pheromones fail to work properly; the character receives no bonuses.
Toxin Extractor
The metahuman liver is the body's main organ for catabolism, or the breakdown of complex substances. As such, it is the first line of defense against potentially toxic compounds and drugs. The Toxin Extractor is a specially cultivated cluster of cells implanted in the liver to greatly improve the efficiency and to expand the spectrum of catabolic activity. Potential toxins that make their way into the bloodstream are filtered out in the liver, and with the aid of the extractor they are broken down into harmless fragments and then expelled.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Toxin Extractor |
1 |
0.40 |
4/4d |
45,000 |
1.00 |
Legal |
Basic |
" |
2+ |
Rating*0.40 |
" |
Rating*45,000 |
" |
" |
" |
Toxin Extractors are available in multiple levels, with a maximum equal to half the character's unaugmented Body Attribute (round down). A subject with an extractor can reduce the Power of a blood-borne toxin attack by 1 per level. For example, in a 7D blood-toxin attack, a character with a Level 3 Toxin Extractor would resist against a 4D Damage Code.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The Toxin Extractor begins to filter out needed nutrients as well as toxins. Users may need to take nutritional supplements.
Moderate Stress: Strain on the liver causes weight loss and weakness. Reduce by one the number of Body dice rolled for Resistance Tests against any toxins or poisons.
Serious Stress: The extractor fails to break down accumulated toxins, leaking toxic particles into the user's system and in effect poisoning him. In addition to numerous unpleasant side effects such as blisters, rashes and other sicknesses, the character is inflicted with a Light Physical wound.
Deadly Stress: The extractor stops filtering, providing no bonuses.
Tracheal Filter
When this is installed, traps and filters are implanted at the top of the trachea, just below the larynx. This cluster of specialized tissue absorbs airborne impurities and keeps them from reaching the lungs. Smoke, pollen and dust are easily blocked and expelled with an outgoing breath. Gaseous compounds are rendered inert or less effective through the various chemical reactions performed by the filters. Bacterial-sized impurities are not stopped by Tracheal Filters.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Tracheal Filter |
1 |
0.40 |
4/4d |
60,000 |
1.00 |
Legal |
Basic |
" |
2+ |
Rating*0.40 |
" |
Rating*60,000 |
" |
" |
" |
Tracheal Filters are available in multiple levels, with a maximum equal to half the character's unaugmented Body, rounded down.
Each level of the filter resists air-vectored compounds and other airborne nonmicrobiological attacks. Reduce the Power of such an attack by the filter's level. For example, an individual with a Level 3 Tracheal Filter facing an 8S gas attack would resist 5S
This bioware is not compatible with Air Filtration System cyberware or the OXSYS Cybergill.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Mucus constantly accumulates in the character's throat, causing coughing fits.
Moderate Stress: Swelling and tracheal irritation make breathing difficult; the character suffers a +2 modifier on Athletics Tests.
Serious Stress: The Tracheal Filter only works at half effectiveness (round down).
Deadly Stress: The filter shuts down (no bonuses), and swelling severely impedes the larynx. The character can barely talk and must take a Complex Action to spit out a short phrase.
Troll's Eyes (Custom)
Like the Cat's Eyes augmentation, these enhancements replace the recipient's eyes with vatgrown eyeballs that extend the spectrum of wavelengths he can perceive. A portion of the color-sensitive rods are altered so that they are sensitive to infrared light.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Troll's Eyes (C) |
- |
0.20 |
6/96h |
15,000 |
1.00 |
Legal |
Basic |
This bioware provides natural thermographic vision. The recipient, however, loses all metatype vision benefits.
Due to the difficulty of the treatment, it is not possible to get "combo" eyes that combine several of the bio-vision enhancements. This implant is incompatible with Cybereyes, Retinal Duplication, Retinal Tailors nanoware, Cat's Eyes bioware or other retinal modifications.
|
|
|