Cultured Bioware Table
Cultured Bioware |
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Cerebellum Synchronizer (C) |
- |
0.60 |
6/4d |
75,000 |
1.50 |
(Unlisted) |
Cultured |
Cerebral Booster |
1 |
0.40 |
6/14d |
50,000 |
2.00 |
Legal |
Cultured |
" |
2 |
0.80 |
" |
110,000 |
" |
" |
" |
Damage Compensators |
1-2 |
Rating*0.20 |
6/6d |
Rating*25,000 |
2.50 |
6P-N |
Cultured |
" |
3-5 |
" |
10/6d |
Rating*50,000 |
" |
" |
" |
" |
6-9 |
" |
12/6d |
Rating*100,000 |
" |
" |
" |
Medial Cortex Bridge (C) |
1 |
0.40 |
8/14d |
50,000 |
2.00 |
Legal |
Cultured |
" |
2 |
0.80 |
" |
110,000 |
" |
" |
" |
Mnemonic Enhancer |
1 |
0.20 |
6/7d |
15,000 |
1.00 |
Legal |
Cultured |
" |
2 |
0.40 |
" |
30,000 |
" |
" |
" |
" |
3 |
0.60 |
" |
45,000 |
" |
" |
" |
Pain Editor |
- |
0.60 |
6/6d |
60,000 |
1.20 |
6P-N |
Cultured |
Reception Enhancer (C) |
1 |
0.25 |
10/14d |
25,000 |
2.00 |
Legal |
Cultured |
" |
2 |
0.50 |
" |
50,000 |
" |
" |
" |
" |
3 |
0.75 |
" |
75,000 |
" |
" |
" |
Reflex Recorder (Base Skill) |
- |
0.25 |
8/6d |
25,000 |
1.50 |
Legal |
Cultured |
Reflex Recorder (Specialization) |
- |
0.10 |
5/6d |
10,000 |
1.50 |
Legal |
Cultured |
Sleep Regulator |
- |
0.30 |
4/4d |
20,000 |
1.00 |
Legal |
Cultured |
Synaptic Accelerator |
1 |
0.40 |
6/12d |
75,000 |
2.00 |
5P-Q |
Cultured |
" |
2 |
1.00 |
" |
200,000 |
" |
5P-Q |
" |
Tactile Sensitivity (C) |
- |
0.30 |
10/14d |
50,000 |
2.00 |
Legal |
Cultured |
Thermosense Organs |
- |
0.50 |
10/12d |
25,000 |
2.00 |
Legal |
Cultured |
Trauma Damper |
- |
0.40 |
6/8d |
40,000 |
2.00 |
6P-N |
Cultured |
(C): Custom bioware for Denver |
|
Cerebellum Synchronizer (Custom)
New from Ares Macrotechnology, the Cerebellum Synchronizer! This piece of bioware is comprised of enhanced neural clusters placed into the motor control centers of the brain which enhance the ability to use either hand at a task.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Cerebellum Synchronizer (C) |
- |
0.60 |
6/4d |
75,000 |
1.50 |
(Unlisted) |
Cultured |
Having the Synchronizer gives you a +2 bonus to the Ambidexterity skill. If you don't have the skill, you gain it at 2. Enhanced Articulation and Reflex Recorders cannot increase the Ambidexterity skill.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The character starts confusing left and right.
Moderate Stress: The character begins to act with their off side instead of their normal one, resulting in -1 to initiative as they hesitate.
Serious Stress: The character becomes dyslexic as parts of words begin to appear backwards. They can no longer read.
Deadly Stress: The Synchronizer fails to function and provides no bonus.
Cerebral Booster
Enhancing the brain via a Cerebral Booster requires that nerve tissue be added, along with convolutions and gyri (ridges and furrows), into the frontal lobes of the cerebrum. The extra cells and increased surface area improve brain functions.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Cerebral Booster |
1 |
0.40 |
6/14d |
50,000 |
2.00 |
Legal |
Cultured |
" |
2 |
0.80 |
" |
110,000 |
" |
" |
" |
The Cerebral Booster is available in two levels. Each level adds 1 to the recipient's Intelligence. This bonus affects both Reaction and Dice Pools.
A Level 2 Booster also adds a Task Pool of 1.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Recipients suffer acute headaches, at a frequency determined by the GM.
Moderate Stress: Attention deficit disorder is common, making concentration on tasks difficult. Apply -1 die to all tasks requiring concentration, including magical activity.
Serious Stress: The character has trouble remaining aware of his surroundings and frequently "zones out." Apply a +2 modifier to all Perception Tests.
Deadly Stress: Once each day, the character has a 2-in-6 chance of suffering an epileptic seizure. The character suffers 8D Stun damage and convulses for 2D6 minutes. During this time she loses awareness of her surroundings.
Damage Compensators
Compensators are implanted ribbons of transmissive nerve fiber that bypass the safety inhibitors. They allow their hosts to act while suffering from physical and mental trauma. Compensators do not block the actual damage, only the neurological and physiological effects of shock and fatigue on the body.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Damage Compensators |
1-2 |
Rating*0.20 |
6/6d |
Rating*25,000 |
2.50 |
6P-N |
Cultured |
" |
3-5 |
" |
10/6d |
Rating*50,000 |
" |
" |
" |
" |
6-9 |
" |
12/6d |
Rating*100,000 |
" |
" |
" |
Damage Compensators are available in nine levels. Subtract the user's level in damage boxes from his current damage before determining injury modifiers. Compensators work equally on Physical and Stun Condition Monitors.
The GM might want to track the damage suffered by a PC, letting the player know that a hit has occurred but not the severity of it. A Perception (6) or Biotech (4) Test could reveal the Damage Level of the hit.
Damage Compensators work against the effects of simulated-pain spells such as Agony and Mass Agony.
The adept power of Pain Resistance is incompatible with Damage Compensators.
Pain-resisting bioware, such as Damage Compensators, is useless against the Nerve Strike adept power.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users feel phantom pain, perhaps from previously suffered wounds. The GM decides when this occurs.
Moderate Stress: Users tend to overstress their bodies. Apply a +1 target number modifier to all Healing Tests.
Serious Stress: Only half the level (round down) of the Damage Compensators applies.
Deadly Stress: The Damage Compensators do not function and provide no bonuses until healed.
Medial Cortex Bridge (Custom)
This network of cultured neurons bridges the medial prefrontal cortex and the hypothalamus to give these parts of the brain more control over the amygdala. Additionally, modified adrenal medullae alter the hormones produced during panic situations. The character is less prone to panic attacks, stress, or other mental manipulations. Also referred to as the MCT Bridge.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Medial Cortex Bridge (C) |
1 |
0.40 |
8/14d |
50,000 |
2.00 |
Legal |
Cultured |
" |
2 |
0.80 |
" |
110,000 |
" |
" |
" |
The Medial Cortex Bridge counts as Cultured bioware for all intents and purposes. Adds +1 Willpower per level. The Rating 2 version adds another die (+1) to all Willpower-based Resistance Tests.
Mnemonic Enhancer
By attaching a highly concentrated growth of grey matter to the brain, the Mnemonic Enhancer can increase the capacity for both short- and long-term memory. A person with a Mnemonic Enhancer is less likely to forget events or information.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Mnemonic Enhancer |
1 |
0.20 |
6/7d |
15,000 |
1.00 |
Legal |
Cultured |
" |
2 |
0.40 |
" |
30,000 |
" |
" |
" |
" |
3 |
0.60 |
" |
45,000 |
" |
" |
" |
Mnemonic Enhancers are available in three levels. Each level adds 1 die to memory-related Intelligence Tests, such as recalling a specific event or piece of information.
The increased retention of data facilitates the rapid comprehension of Knowledge and Language Skills. Level 1 adds 1 die on Language Skill Tests. Level 2 adds 2 and decreases the modifier for defaulting from a Knowledge Skill to Intelligence from +4 to +3. Level 3 adds 3, plus 1 die to all Knowledge Skill Tests.
Because memory retention is key to learning, the Karma cost for learning or improving Intelligence-linked skills, including Knowledge and Languages is reduced by a number equal to the level of the Mnemonic Enhancer, to a minimum of 1. It does not apply to learning things like Kung Fu, Pistols, or Car.
The language ability granted by the Mnemonic Enhancer does enhance the ability to understand other languages. For one karma point, one can become fluent in any language, since much of language stems from recall. However, for full mastery of a language and native level fluency with no accent or the ability to adopt regional accents, more points may be needed.
It should be noted that for all other skills, the increase represents extra dice and not an increase in the base rating of the skill. Anything that is dependent on one's level in the skill does not count the bonus from the Mnemonic Enhancer. For example, one must have the Spell Design skill at a rating at least that of the Force of spell being designed; the Mnemonic Enhancer does not increase that rating.
Bonuses from the Mnemonic Enhancer for skill tests do not apply to skills accessed through Skillsofts.
The creative skill linked to the Centering metamagic does not benefit from a Mnemonic Enhancer.
The Mnemonic Enhancer allows a conjurer to add (Rating) dice to Astral Tracking Tests with Watcher spirits
Language bonuses do apply for training and instruction purposes, for languages only.
Cognition Metamagic: The Mnemonic Enhancer's karma cost reduction for Intelligence-linked skills does not stack with that granted by the Cognition metamagic. The ME3's bonus die for INT-linked skills does not stack with that gained from Cognition either. The reduction in penalty for defaulting from a Knowledge Skill using an ME2 does apply, however, and can be reduced further via Cognition.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users suffer headaches and bouts of deja vu.
Moderate Stress: Memories surface randomly, causing the user to talk in his sleep or mumble to himself in public. Such reflective tendencies inhibit concentration — reduce all tests requiring concentration by 1 die, including spellcasting and magical activity.
Serious Stress: A number of times a day equal to the Mnemonic Enhancer's level (exactly when is up to the GM), the character must succeed in a Willpower (6) Test or suffer a flashback. During the flashback, the character relives an old memory and is out of touch with the world for 1D6 minutes.
Deadly Stress: Whenever the character makes a Knowledge or Language Skill Test, he must also make a Willpower (6) Test or become distracted, suffering +2 to all actions (+4 for actions requiring concentration) for 2D6 minutes.
Pain Editor
A Pain Editor is a cluster of specialized nervous tissue designed to filter sensory stimuli. Activation and deactivation of the editor is a learned reflex. When the editor is voluntarily triggered, the individual is no longer subject to pain sensations, including feedback pain. With the Pain Editor active, neither mental damage nor fatigue can render the character unconscious.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Pain Editor |
- |
0.60 |
6/6d |
60,000 |
1.20 |
6P-N |
Cultured |
When a Pain Editor is activated, the character can no longer perceive pain. As a result, the player should not be told how much damage has been inflicted upon his character. The GM should secretly keep track.
The character is even unaware of bullet wounds, knife stabs and so on, unless he can perceive them in other ways. He might see the weapon hit, note a big spreading spot of red on his shirt and so on. The character can make a Biotech (4) Test or consult biomonitor implants to analyze his condition.
Further, the character ignores all Initiative and target number penalties from Stun damage. Penalties from Physical damage are applied, but without the player's knowledge. The character will not be rendered unconscious from Stun damage, though he might fall unconscious if he reaches or surpasses Deadly Physical damage.
In addition to the pain-blocking feature, the subject gains +1 to Willpower when the editor is activated but suffers a -1 Intelligence loss for the duration. Because the editor works by filtering specific sensory stimuli, deterioration in the tactile sensitivity range also occurs. While the editor is engaged, the subject suffers a +4 to all target numbers for tactile-based Perception Tests.
When the Pain Editor is deactivated, the effects of any damage suffered are applied immediately — Initiative and target number penalties or even unconsciousness.
Pain Editors work against the effects of simulated-pain spells such as Agony and Mass Agony. The adept power of Pain Resistance is incompatible with Pain Editors.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The character's sensitivity to pain and other stimuli randomly bounces up and down.
Moderate Stress: Pain Editors occasionally dampen stimuli from other senses. The GM should select a sense — sight, hearing, taste or smell — and apply a +1 Perception modifier.
Serious Stress: The character becomes particularly sensitive to pain. When calculating wound target modifiers, increase the character's Damage Level by one.
Deadly Stress: The Pain Editor fails to activate.
Reception Enhancer (Custom)
Metahuman brains are only capable of handling a limited amount of sensory data at any given time. The Reception Enhancer modifies the parts of the brain that pick up and process sensory information by grafting specialized neural tissue and reinforcing neuron connections to those parts of the brain. This enables the user to glean as much as possible from incoming sensory data.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Reception Enhancer (C) |
1 |
0.25 |
10/14d |
25,000 |
2.00 |
Legal |
Cultured |
" |
2 |
0.50 |
" |
50,000 |
" |
" |
" |
" |
3 |
0.75 |
" |
75,000 |
" |
" |
" |
The Reception Enhancer provides bonus dice equal to its rating on all Perception Tests. There are three levels to this bioware.
Reflex Recorder
With this enhancement, extra neural material is grown in small clusters around the thirty-one pairs of spinal nerves. These clusters allow memorization of certain "learned" motor reflexes.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Reflex Recorder (Base Skill) |
- |
0.25 |
8/6d |
25,000 |
1.50 |
Legal |
Cultured |
Reflex Recorder (Specialization) |
- |
0.10 |
5/6d |
10,000 |
1.50 |
Legal |
Cultured |
Each recorder allows a character to retain reflexes related to a particular Combat or Physical Skill. Add 1 die to all uses of that skill.
Barring extreme circumstances, such as surgical reprogramming, the reflex skill, once learned, cannot be changed. Each reflex recorder modifies only a single, pre-chosen skill. The modifier is permanent and is applied whenever the skill is used.
Recorders can be constructed in two sizes, thus enabling two levels of "memorization." Large masses are used to augment entire base skills, while the smaller ones enhance skill specializations.
Reflex Recorders are not cumulative and cannot be "stacked" to gain more than a single modifier to any single skill. However, multiple recorders can be implanted to gain benefits for multiple skills.
Reflex Recorders are not compatible with Skillwires. Skill bonuses from a Reflex Recorder do not apply toward skills obtained from Skillsofts.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The character suffers from unwanted reflexive actions that match the skill given by the recorder.
Moderate Stress: When defaulting to the skill provided by the Reflex Recorder, the character suffers an additional +1 modifier.
Serious Stress: The reflexive actions interfere with natural improvisation. Any Combat Pool used to supplement the recorded skill is gained on a two-for-one. In other words, by spending two from the Pool, the character gains one die.
Deadly Stress: If the character uses the recorded skill, he gets caught in a reflexive loop, performing the same action again and again. The character must take a Complex Action and succeed in a Willpower (6) Test to break the activity.
Sleep Regulator
This treatment modifies the hypothalamus region of the brain, which regulates body rhythms and numerous hormone-producing glands. These changes in body and brain chemistry allow for longer periods of wakefulness. The overall effect is that the recipient requires less sleep per day, and the sleep he gets tends to be deeper and more restful, with higher dream activity. This bioware is popular with professionals who have high-stress jobs and deadlines, as well as obsessive personalities who prefer tackling long-term tasks.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Sleep Regulator |
- |
0.30 |
4/4d |
20,000 |
1.00 |
Legal |
Cultured |
Shadowrun Denver uses special rules for the game-effects of this bioware. See workingtime for details. Thematically, the effects are a reduction in sleep; the ability to stay up for 48 hours without ill effects and averaging out to only needing 3-4 hours of sleep a night indefinitely. Characters must still spend the normal amount of time healing and recovering from Physical and Stun Damage however.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Users suffer from frequent bouts of insomnia.
Moderate Stress: Despite the regulator, characters exhibit the responses of sleep deprivation — irascibility and irritability. Apply a +1 modifier to all Charisma and Social Skill Tests.
Serious Stress: The character suffers from chronic insomnia and nightmares. When awake, he suffers hallucinations and has a tendency to daydream. Apply a +2 Perception Test modifier and reduce Reaction by 1.
Deadly Stress: Inability to rest plagues the character, who suffers a +1 modifier to all activities and cannot recover from any damage until the regulator is healed.
Synaptic Accelerator
With the implantation of a Synaptic Accelerator, the neural cells, which make up the spinal cord and other main nerve trunks, are encouraged to replicate and lengthen. This provides a wider "datapath" for the transmission of impulses and decreases the amount of time required for the signal to traverse the distance. Thus, more data can be sent from and received by the brain in a shorter period of time.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Synaptic Accelerator |
1 |
0.40 |
6/12d |
75,000 |
2.00 |
5P-Q |
Cultured |
" |
2 |
1.00 |
" |
200,000 |
" |
5P-Q |
" |
The Synaptic Accelerator is available in two levels. Each level adds a cumulative +1D6 to the recipient's Initiative.
This Initiative bonus does not assist in rigging or decking, nor does it affect astral Initiative.
If Reaction/Initiative-boosting bioware is used in conjunction with adept powers that boost Reaction and Initiative, only
the highest bonus applies.
The synaptic acceleration process is incompatible with Wired Reflexes, Reflex Triggers or Move-by-Wire systems. It is, however, compatible with Boosted Reflexes, Reaction Enhancers and Vehicle Control Rigs.
You cannot obtain a Synaptic Accelerator and Boosted Reflexes in Character Generation. If you want to get this combination, you must obtain one half of the pair after you've already been approved as a PC. As Boosted Reflexes cannot be removed without highly expensive gene therapy, the most cost-effective way to get this combination is to start with a Synaptic Accelerator implanted in Character Generation, then purchase Boosted Reflexes once on the grid, and finally get your Synaptic Accelerator removed and reimplanted with the Boosted Reflexes.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Characters with this tend to be jumpy.
Moderate Stress: The character suffers from unsteadiness and rapid uncontrolled eye movement; he receives a +1 modifier on Reaction Tests.
Serious Stress: Degeneration of the myelin sheath leads to a loss of muscle coordination. Apply a +1 modifier to all physical activities.
Deadly Stress: The dice provided by the accelerator are not rolled and are instead treated as if they each rolled a 1.
Tactile Sensitivity (Custom)
The user's sense of touch is greatly enhanced by tripling the sensory nerve endings in the fingers. Such increased sensitivity is in high demand in fields like microtronics and surgery. The treatment allows the character to detect otherwise imperceptible markings, prints, and tracks on most surfaces.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Tactile Sensitivity (C) |
- |
0.30 |
10/14d |
50,000 |
2.00 |
Legal |
Cultured |
Add a -2 TN modifier to all touch-based Perception Tests. In addition, a -1 situational TN modifier can be added (at the GM's discretion) for Biotech, Electronics, Electronics B/R, and certain seduction-based Knowledge Skill Tests.
Thermosense Organs
Derived from the heat-sensing organs found in pit vipers, the gengineered thermosense Organs are grafted onto the sides of the head, just behind and below the ears. A cluster of specialized nervous tissue is also added to the sensory cortex of the brain, which interprets the signals of the Thermosense Organs. The recipient can detect the presence of other life forms near him by their heat signature.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Thermosense Organs |
- |
0.50 |
10/12d |
25,000 |
2.00 |
Legal |
Cultured |
Thermosense Organs allow a character to make a heat-sense-based Perception Test against any life form or heat-producing object within 10 meters. The target number is based on the object's Signature Rating, which is 6 for most human-sized biological forms; 5 for trolls, and -1 for individuals with 3 Essence or less. Apply any appropriate modifiers from the Heat-Sensing Table. If successful, the perceiving character knows that a heat-radiating person or object is nearby. Additional successes may provide information regarding the target's proximity, movement and heat-output but will give few other details.
HEAT-SENSING TABLE |
Situation |
Modifier |
Target within 5 meters |
-1 |
Target within 2 meters |
-2 |
Warm Environment (ie, direct sunlight) |
+1 |
Extremely hot environment |
+2 |
Cool environment |
-1 |
Extremely cold environment |
-2 |
Every two additional heat-radiating objects/bodies within 10 meters |
+1 |
Thermal smoke |
+6 |
Thermosense is not vision-based, so any illusion spells that target vision do not affect this sense. A character cloaked by Invisibility will be just as detectable as someone who is not. The critter power Concealment hinders Thermosense.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: Headaches and unplaced sensations are common.
Moderate Stress: The brain misinterprets signals from the organ, resulting in numerous "false positive" readings. In other words, the charactr constantly detects heat sources that aren't really there. When and how often this happens is up to the GM.
Serious Stress: The organ's signals to the brain are befuddled with other sensory input, leading to confusing sensations. The character has a +2 modifier to all Perception Tests.
Deadly Stress: The Thermosense Organ fails to work properly; it cannot be used as a sense.
Trauma Damper
A Trauma Damper is a clump of specialized receptors, implanted at the base of the thalamus, near the midbrain. Upon receiving sensory information indicating fatigue, pain or physical trauma, the damper triggers the release of concentrated endorphins and enkephalins — naturally produced opiates and painkillers. These substances do not aid in repairing the trauma, but they may keep the user alive and conscious long enough for him to receive medical help.
|
Rating |
BI |
Avail |
Cost |
SI |
Legal |
Type |
Trauma Damper |
- |
0.40 |
6/8d |
40,000 |
2.00 |
6P-N |
Cultured |
Whenever Physical or Stun damage is inflicted upon a character with a Trauma Damper, the damper helps reduce the damage. If the damage, per wound, is Physical, shift one box from Physical to Stun; if the trauma stems from Stun damage, subtract one box. For example, a character who suffers a Serious Physical wound marks off five boxes of Physical damage and one box of Stun; if the Serious wound had been Stun damage, the character would only mark off five boxes of Stun.
A Trauma Damper subtracts 2 from the Open Test made by someone attempting to painfully interrogate the user. It also applies a -2 modifier to the target numbers for any tests made to resist the effects of pain — eg, Body or Willpower Tests vs the symptoms of a painful disease.
Because of the feedback-driven nature of the Trauma Damper, it cannot function properly when used in conjunction with an activated Pain Editor. In characters implanted with Damage Compensators, the Trauma Damper will operate properly only when the compensators' ability to handle Physical and/or Stun damage has been exceeded.
Trauma Dampers work against the effects of simulated-pain spells such as Agony and Mass Agony.
A Trauma Damper will only affect any damage that the Pain Resistance adept power does not nullify.
Pain-resisting bioware implants (such as the Trauma Damper) are useless against the Nerve Strike adept power.
NOTE: Stress rules are self policed on SR Denver MU*
Light Stress: The user tends to have mood swings, alternating between feeling good and feeling tired, and suffers from weight loss.
Moderate Stress: The Trauma Damper responds to pain stimuli more slowly. Damage affects a character normally at first, as if there were no Trauma Damper. At the end of the Combat Turn in which the damage is received, apply the effects of the Trauma Damper.
Serious Stress: The damper's response slows even more. Its effects are not applied until the end of the Combat Turn following the turn in which damage is taken.
Deadly Stress: The Trauma Damper ceases to function and no bonuses apply.
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