Cyber Bioware

Overview

Bioware are enhancements and augmentation of the body's natural capabilities. Bioware either alters the cyborg's metabolism, augments existing structures or implants new, synthetic organs or glands into the body.

Dermal

Chameleon Skin

Merit Cost: 1
Procedure:Surgery
Prereq: None
Surgery Rating:Simple
Desc:This cyberware consists of engineered glands and hormones that allow the cyborg to alter its skin tone and hair color, providing a +1 die bonus to disguise rolls.
Humanity Cost: .1

Elastic Face

Merit Cost: 2
Procedure:Surgery
Prereq:None
Surgery Rating:Complex
Desc: Several of the bones that form the facial structure of the subject are replaced with a polymer that becomes plastic when a microcurrent is passed through it. This allows the cyborg This enables the cyborg to change the shape and skeletal structure of his face, giving a bonus to disguise skills. Mimicking another person's face requires that the subject be of similar racial stock (as elastic face does not change hair or skin color). This merit gives the cyborg a 9 again on all disguise rolls.
Humanity Cost:.5

Skin Weaves

Merit Cost: 1
Procedure:Surgery
Prereq:None
Surgery Rating: Moderate
Desc: Polymer fibers are woven into the dermis that offer additional surface protection. The cheaper versions can be seen like flecks in the skin. The pricier versions are completely invisible There are several kinds of weaves; bashing, slashing, chem, thermal, frost, vac and rad. Bashing protects against blunt trauma (falling, fists, blunt weapons) while slashing protects against cutting and piercing (bladed or slashing trauma). Chem weaves offer protection against chemical agents, thermal weaves offer increased heat protection, frost weaves offer protection against cold, vac protects the body against decompression in outer space and rad weaves which protect against radiation damage. Weaves are useless against other kinds of damage. A cyborg with a skin weave is able to soak their Stamina rating in damage as it if were one less than it normally would be. For example, aggravated fire damage becomes lethal, lethal becomes bashing.
Humanity Cost:.1

Nanogroomers

Merit Cost: 1
Procedure:Surgery
Prereq:None
Surgery Rating: Simple
Humanity Cost: None
Desc: The cyborg's skin is constantly kept clean of dirt and debris by dermal nanobots. No actual mechanical benefit but the cyborg is nearly impervious to being besmirched. These have been made great use by the adult film industry.

Glands and Organs

Drug Gland

Merit Cost: 1-5
Procedure:Surgery
Surgery Rating:Simple
Prereq:None
Desc: A gland bioengineered to produce a particular chemical compound. The gland is usually implanted in the neck and manually triggered by palpation. The cyborg can have more than one gland but each gland can store one type of drug. Gland hold a single dose but can be refilled with a simple injection. For available drugs, see the Pharmacy page.
Humanity Cost:.15

Nephritic Screen

Merit Cost: 3
Surgery: Moderate
Prereq: None
Desc: A rebuild of the cyber's kidneys allowing for a more effective cycle of filtration and reclamation. The screen adds +1 to Stamina and gives the cyborg a 9 again against toxins. It has the unfortunate downside of blunting the effects of drugs.

Toxin Binders

Merit Cost: 1-2
Surgery: Moderate
Prereq: None
Desc: Roaming toxin binding cells are introduced into the cyborg's blood stream granting them a heightened resistance to ingested toxins. Cyborg gets 9 again at first level and 8 again at second to soak poison damage.

Anti-Plague Nanotech

Optical Cultures

Merit Cost: 2
Prerequisite: Cannot have cybereyes
Surgery: Moderate
Biological manipulations add rods and cones and optimize eye shape greatly enhances visual capabilities. The cyborg can see normally at night or in low light situations.

Pheromone Targeting

Merit Cost: 2
Procedure:Surgery
Surgery Rating:Basic
Prereq:None
Desc: The glands are added to the cyborg's body to increase production of natural pheromones. This causing others to subconsciously be attracted to the cyborg. A useful side effect is that deodorant is no longer needed (and, indeed, interferes with the pheromone's effect).
System: Cyborg gets a '9 again' on all Persuasion rolls.
Humanity Cost:.25

Musculoskeletal

Cardial Web

Merit Cost: 3
Procedure:Surgery
Prereq:none
Surgery Rating:Simple
Desc:A thin weave of bioengineered tissue is attached to the heart. This weave acts like additional muscle and increases stroke volume and pressure. The effect is rather like strapping the heart of a marathon runner into your chest.
System: Adds +1 die to all Athletics rolls
Humanity Cost:0
Visibility:100

Muscle Grafts

Merit Cost: 1-3
Prereq:User does not have muscle augmentation
Procedure:Surgery
Surgery Rating:Simple
Humanity Cost:0.05 for the first level, Cost:0.1 for each additional level
Desc:Cloned muscle tissue is grafted onto the subject. The first level adds +1 to strength.
NOTE: Muscle grafts can only raise strength to the human maximum of 5 and are incompatible with muscle augmentation.

Optimized Joint Articulation

Merit Cost: 1
Procedure:Surgery
Surgery Rating:Simple
Prereq:None.
Humanity Cost:0
Desc: Major joints are replaced with more efficient vat-grown models with a greater range of motion and flexibility. This gives a +1 bonus to the athletics ability.

Brain and Nervous System

Cerebral Booster

Merit Cost: 4
Prerequisite: None
Surgery: Complex
Desc: A cerebral enhancement that adds nervous tissue to the frontal lobes of the cerebrum. The extra cells and increased surface area improve the efficiency of cognitive and other higher-level functions. The merit grants +1 to the intelligence attribute. It also allows for mental alacrity, which equates to an additional MENTAL (non-magical, non-combative, non-pysical) action. The possessor of this augmentation can opt to focus on a single mental action and gain a +1 to their die pool for the mental action that round.

Mnemonic Enhancer

Merits Cost: 1
Prerequisite: None
Surgery: Complex
Desc: Highly concentrated growth of gray matter attached to the hippocampus region of the brain. It radically increases short and long term memory giving the cyborg a photographic memory.

Synaptic Acceleration Gland

Merit Cost: 4-5
Prerequisite: CANNOT HAVE REFLEX PROCESSORS
Surgery: Complex
Desc: A gland is implanted that stimulates neural cells and main nerve trunks which make up the spinal cord, causing them to rapidly replicate and lengthen. This provides a wider 'data-path' for the transmission of impulses and a decrease in 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. The modification gives the cyborg the equivalent of Celerity 1 for the first dot and Celerity 2 for the second. The modification is automatically activated by the nervous system upon a flight or fight response. The effect lasts a scene and the gland holds one dose. Once expended, the gland needs to be refilled before it can be used again. This is not compatible with Reflex Processors and vice versa.

Healing

Symbiotes

Merit Costs: 2-4

  • Surgery: Simple

Symbiotes consist of a number of tailored microorganisms (nanites) that are introduced into the host subjects bloodstream. They so dramatically enhance the body's own regenerative functions that the hosts natural healing time is reduced for both physical and mental trauma.

O - Level 1 Symbiotes within a host cause them to require only 75% of normal healing times for physical injury and fatigue. However they require additional food and beverage intake (150% of normal intake). This additional sustainance requirement is cumulative with other intake increases such as from a suprathyroid gland. Symbiotes and effectiveness are not diminished by blood loss. They regenerate and grown in number along with the replenishing blood supply.
OO - Level 2 Symbiotes within a host cause them to require only 50% of normal healing times for physical injury and fatigue. However they require additional food and beverage intake (170% of normal intake). This additional sustainance requirement is cumulative with other intake increases such as from a suprathyroid gland. Symbiotes and effectiveness are not diminished by blood loss. They regenerate and grown in number along with the replenishing blood supply.
OOO - Level 3 Symbiotes within a host cause them to require only 25% of normal healing times for physical injury and fatigue. However they require additional food and beverage intake (200% of normal intake). This additional sustainance requirement is cumulative with other intake increases such as from a suprathyroid gland. Symbiotes and effectiveness are not diminished by blood loss. They regenerate and grown in number along with the replenishing blood supply.