Bioware Technology
Biological Eye Replacement
A biological eye replaces a lost eye with an organic replacement. The Bio-eye, if matched well with the recipient, provides 20/20 vision. The best matches occur when the recipient has a cloned eye from their own tissue. This has prompted many clinics to offer eye cloning and storage. The eye-cloning procedure is relatively common and can be done in a single clinic visit. The replacement procedure is similar to installing a cyber-eye.
Cloning
Cost: 4000 credits (procedure only, storage costs vary)
Difficulty to Install: Moderate
Replacement
Wound Level: twice wounded
Cost: 3000 (procedure only)
Difficulty to Install: Difficult
Some clinics charge a fee for accessing the stored eye, often stated as a care and transfer (CT) fee. A failed medicine: cloning attempt means the eye replacement won't take upon installation, or the eye produces less than 20/20 vision. A failed medicine attempt upon installation means the eye unit is damaged or installed incorrectly so that it doesn't produce maximum performance.
Glare-reducing Contacts and Enhancements
Glare-reducing (GR) contacts provide protection against glare and flash' The contacts work
with biological eyes. [Adds +3 to Strength attempts vs. blinding attack, +1
to Perception attempts in high-glare.] Cost: 600 credits.
Cloned Limb and Organ Replacements
Cloned replacement limbs and organs are available on advanced Core Worlds. The replacement
is grown from a living sample. Many clinics offer cloning samples or limb storage for a
fee. If an injured character has a cloned part already on
storage,replacementcanbedoneimmediatelyupon entrance to the hospital. However, if the
character has a sample on storage, the limb or organ will need to be grown. This takes
four weeks if the clinic uses nanite accelerators, otherwise growth can take six weeks.
Although it doesn't take additional time, most clinics charge a fee if they need to take
the sample at the time of admittance for an injury/loss. Cloned replacements re-enable
capability only unless enhancements are specifically purchased. Enhancements involve
altering the genetic makeup of the clone at the initiation of growth. Costs for the
enhanced limbs and organs shown are in addition to the cost of the basic replacement.
A biological hand (or similar appendage) provides re-enablement only (STR+0/DEX+0). Treatment to replace a limb involves surgery and the character suffers a twice wounded, except in the case of hands and feet- installing these causes a wound. Healing nanites are often used to accelerate adaptation and acceptance of the new part.
The main factor in determining the individual's maximum allowable add is that individual's Strength. Their Strength before modification must be four times greater than the pip (converting 3 pips to 1 die). Therefore, to have a +1D total Strength add, the character would need a Strength of 4D.
Cloned Replacements
Replacement | Diff. to Install | Cost (credits) |
Bio hand | Moderate | 4000 |
Bio foot | Moderate | 4500 |
Bio arm | Moderate | 6000 |
Bio leg | Moderate | 9000 |
Bio organ | Moderate | 5000-100000* |
*based on organ, location and need; often, the more you need it the more it costs.
Enhancements for the various limbs and organs are listed below. The list is not complete as geneticists are constantly creating new alterations. Humanoid references are used when describing these biological enhancements, but similar capabilities are available for body parts with similar functions for many of the known species.
Hand
Hand Strength and Dexterity enhancements can be purchased in increments. For most species,
foot adds are limited to STR+2 and DEX+1. Increases are possible at the gamemaster's
discretion.
Hand Enhancements | |
Strength Add | Cost |
+1 | +4500 |
+2 | +6000 |
+1D | +9000 |
Dexterity Add | Cost |
+1 | +6000 |
+2 | +9000 |
+1D | +15000 |
Arm
Biological arm enhancements are purchased in increments as described in the table. An arm
enhancement includes a hand of similar Dexterity and Strength. Muscle enhancement is part
of the process, allowing Strength and Dexterity to be bought up without requiring
synthemuscle. This extra procedure is reflected in the cost. This process limits the
maximum value for Strength and Dexterity enhancements to the arm.
Arm Enhancements
Strength Add | Cost |
+1 | +3000 |
+2 | +6000 |
+1D | +14000 |
+1D+1* | +32000 |
Dexterity Add | Cost |
+1 | +4800 |
+2 | +6000 |
+1D | +18000 |
+1D+1* | +45000 |
*Requires bio- or cyber-skeleton
Leg
As with the biological arm, biological leg enhancements are available. Muscle enhancement
allows Strength and Dexterity increases without synthemuscle. Leg includes foot of similar
Strength rating.
Leg Enhancements
Strength Add | Cost |
+1 | +5000 |
+2 | +9000 |
+1D | +12000 |
+1D+1* | +20000 |
Dexterity Add | Cost |
+1 | +8000 |
+2 | +12000 |
+1D | +16000 |
+1D+1* | +24000 |
* Requires bio- or cyber-skeleton
Bio-enhancements
Brodie Skin Armor
Brodie skin armor consists of a cyberware nanite treatment to toughen the outer layer of
skin. The nanites weave an extra-tough fiber into the epidermis. After deployment and
weaving of the fibers, the nanites cease functioning. The fibers have an estimated
effective lifetime of five years, after which they begin to decay. Brodie projects this
lifetime based on "moderate" usage, meaning the actual lifetime may be
influenced by the number and force of impacts to the fiber-weave system. [At the
gamemaster's discretion, the lifetime may be reduced by one to three years for characters
who have experienced significant damage to their skin armor.] Brodie recommends that the
old fibers be removed (Moderate Difficulty, light wound, Procedure Cost 2300
Credits) before attempting to install new ones. Brodie skin armor covers all types of
damage.
Brodie Skin Armor
Effect | Cost | Diff. to notice |
+1 | 8000 | 22 |
+2 | 12000 | 18 |
+1D | 28000 | 16 |
+1D+1 | 60000 | 12 |
Chiron Minitech Skin Armor
Chiron Minitech skin armor is similar to Brodie's, except that the nanites are biological
and they excrete an organic fiber which is woven into the skin. This organic fiber sends
root-like tendrils into the outer layer of living skin tissue to draw nutrients to the
fiber-weave thereby extending it's ftmctional lifetime to five years. After five years,
the roots begin to weaken and are unable to penetrate the living tissue unless the
proceedure is repeated to correct and replenish the fiber. If not, the organic fibers will
die off over the next three months, after which new skin armor may be applied. As with
Brodie skin armor, erious damage may reduce the effective lifetime of the fiber-weave up
to a maximum of three years.
Chiron Minitech Skin Armor
Effect | Cost | Diff to notice |
+1 | 12000 | 28 |
+2 | 18000 | 22 |
+1D | 42000 | 18 |
+1D+1 | 90000 | 16 |
Note: Cyberware (mechanical) and bioware nanites should not be used on the same system. The two types of nanites will go rogue and fight which will cause deadly infections in the recipients
Medi-clone Biologically Enhanced Endoskeleton (Bioskeleton)
When adding cybernetics, the replaced limbs are affected, yet without other bodily
modifications the rest of the body remains unmodified. Full-body cybernetic increases to
someone's basic Strength are accomplished using a powered exoskeleton. A Bioskeleton is
actually a modification to a person's pre-existing skeleton. The Bioskeleton provides
increased Strength (+1D), and provides additional support to cyberware by allowing the
body to support cyber- or bioware limbs rated to +1D+1 Strength and +1D+2 Dexterity.
Bioskeletal development involves a series of nanite treatments administered over a period of 10 weeks. Over 30 different strains of nanites are used. These short-lived nanites gradually replace over 80 percent of the patient's original bone mass with an organic interwoven composite. This process increases the patient's mass by 25 % once complete. Shorter treatment periods are available at significant cost, risk, pain and recovery time.
A mix of mechanical and biological nanites are employed in various phases of the treatment program. The treatment schedule is very precise in order to avoid conflicts between the nanites. Injections are timed so that a new strain is introduced after the previous one has died off, but before the skeletal alterations begin to decay. If the treatment is discontinued before completion, the composite begins to dissolve, resulting in the patient taking one wound per week (cumulative), starting from the treatment's rated wound level. The character will take up to a total of one less wound than the number of treatments already taken, with a minimum of one wound accruing from even just one missed treatment. Recovery begins once the character resumes treatments or is hospitalized.
Bioskeleton Treatment Chart
Treatment Length | Diff | Wound Level | Cost |
10 weeks | Moderate | wounded | 65,000 |
8 weeks | Difficult | wounded | 85,000 |
6 weeks | Difficult | wounded twice | 125,000 |
5 weeks | Very Difficult | wounded twice | 175,000 |
4 weeks | Very Difficult | Mortal | 250,000 |
If treatment is resumed, the first two injections will repair the damage already done, after which the number of injections which remained in the treatment program before cessation must be completed to produce the Bioskeleton. Hospitalization, without reinstating the Bioskeleton treatments will enable the character to recover, but the character's Strength attribute will be reduced by -2D, and the Dexterity and Mechanical attributes will be reduced by -1D each.
The chart above gives the wound level, Difficulty to install and cost for different treatment program lengths. The more the process is sped up, the more it is likely to fail. The wound level is sustained throughout the treatment period, reflecting the level of adaptation the body is forced to undergo for that time.
General BioWare
3rd Hand
Third-limb. The limb is the human name for it, anyway. The 3rd Hand is a
biological organism which produces an extra normally retracted, making it almost
unnoticeable. Upon activation, usually by touch, the limb extends to a 10 length of
centimeters. The tip is covered with tiny suction cups, enabling the limb to hold light
items. The organism can implanted be on the torso, or onto standard human-sized an-ns or
legs (requires enough organic mass to attach to and nutrients derive from). Wound level
caused: wounded. Cost: 6200 credits.
Gills
Gills allow oxygen-breathers to breathe underwater by drawing existing oxygen from the
fluid and sending it to the lungs. Gills work in water and other oxygen-containing fluids.
They are grown into the recipient's system over a period of three months. During the
initial growth period, the subject incurs a wounded twice result. Gills are also available
in versions which draw other substances from fluids. Cost: 4500 credits.
GekkaGrip Bioware
Turn your pores into microscopic suction cups! Cling to walls, ceilings, and those
annoying slickpaper infosheets! Available for hands and feet - can also be added to just
about any patch of your own skin! Be a master of Liars Poker! Do away with pockets
altogether! [Adds +2D to climbing attempts, +2 to prestidigitation attempts.
Character must have some type of skin armor to help support the skin or it win rip off-]
Wound level caused: wounded. Cost: 3000 credits per 4 by 4 centimeter patch.
Fusion
A specific drug can be fused with the user's body so that it is dispensed at a defined
dosage over a set period of time, or until an antidote is Fused with the user. Useful for
long-term application of prescription drugs, or for use of drugs which enable adaptation
to a foreign environment. The CSA has often made Fusion technology available to scouts and
surface troops. Fusion can be used to kill, as well. Cost: 400 credits and cost of drug.
Nitrodrenalin
Nitrodrenalin is a small gland implanted alongside the adrenal gland (or its alien
equivalent). At a mental command, it will release a dose of Nitrodrenalin, a synthetic
organic supercharger. Nitrodrenalin gives +2D to the character's Strength, and Dexterity,
although it cannot cause the character to exceed the species maximum. The attribute
increases are maintained until the character turns the gland excretion off or falls
unconscious. The gland contains enough Nitrodrenalin for 12 combat rounds and it will
replenish used doses at the rate of 1 dose per Standard hour. Nitrodrenalin use has its
drawbacks, however . Its use places a great strain on the user's body. Body temperature
increases continuously and the character has a base Moderate vs. Strength to prevent
overheating, or take the resultant damage This difficulty increases by 1 level every two
round that Nitrodrenalin is used. Regardless of the success of the Strength roll, the
Nitrodrenahn user takes one stunned damage per round of use. One other
effect is that a Nitrodrenahn user will show up very well on infrared (+2 to sensor
attempts to detect character).
Nitrodrenalin was discovered during a Corporate Sector fringe skirmish by a corporate merc unit. The defenders were surprisingly effective against the mercs despite inferior numbers and antiquated equipment. Finally, at extreme cost, the mercs won. The team's medic examined the enemy corpses and discovered the tiny Nitrodrenahn gland. A few experimental units have employed the Nitrodrenahn gland, and usage is becoming more widespread among special advance combat teams among the Espos. The cost for implantation of the Nitrodrenahn gland is 20,000 credits. The procedure causes an incapacitated wound, and has a Moderate install difficulty.
Martial Arts Bio-Enhancements
Block Booster
Block booster toughens skin and bones at blocking points on the user's arms and legs (or
appropriate limbs). Emplacement requires three doctor visits to apply successive
injections at three to five day intervals. This is a minor medical procedure which causes
a stunned wound. Note: This could cause early cases of arthritis. [Adds +1D
Strength to limbs and +2 brawling combat blocks only. Difficulty to Install:
Moderate, Cost: 1500 credits.
Tough Strike
Tough Strike helps the martial artist pack more of a punch. An injection causes calcium
deposits to harden on the knuckles and back of the hand. Only one clinic visit is required
for injection. [Adds +2 Brawling only. Difficulty to Install: Moderate. Wound level
caused: stunned. Cost: 2000 credits.]
Brain-skin
Brain-skin is not the real name of the technology, but it serves as a close-enough
moniker. Espo researchers found that live brain cells could be extracted from a
still-living brain and kept alive via grafting and other support means. The impulses from
the cells can be interpreted, and even directed. Brain cells mixed with other live tissue
are grafted to a recipient's skin, where the graft acts in a manner similar to
neural chips (Knowledge and Skill 'softs). This technology is believed by some to be an
outgrowth of Live Tissue Computing. The graft can be directed to provide data on different
topics, although whether the graft is, in effect, pre-programmed toward specific tasks or
directed by the user is unclear. This technology, like Live Tissue Computing, has raised
concerns among many members of the Empire and CSA. For one thing, the source of the brain
cells is unknown and this has caused fear that the brains may be grown and banked to
provide organic material for Brain-skin and similar technologies. Only two labs perform
Brain-skin grafts, both under the CSA . This technology is very expensive, and very few
recipients are known of. Both labs are very secretive with their client lists. [In known
cases, it adds +1D to the skill chosen. Cost: N/A.]
FluidCrys
Also know as LiquidIce or Waterjewels, FluidCrys is a clear viscous fluid which, when
poured over skin, beads, then hardens into fiery diamond-like crystals. Popular as
jewelry, no "practical" use has been found. The bioware version allows the
wearer to ingest the FluidCrys, producing skin jewelry at random locations on the body.
Luckily the FluidCrys seems to know the difference between internal organs and external
skin. [Wound Level Caused: Light. Cost: 1500 credits per bottle.]
Skin Blade
No one really knows how a Skin Blade works, or even if it is organic or mechanical in
composition. The only documented Skin Blade devices appear in scout reports as small
silver rings. These rings, when placed over a small body appendage such as a finger or
toe, cause that appendage to have the ability to turn into a metal-like blade. This blade
is extremely tough (Strength 7D), and very sharp. The appendage can be transformed upon
command. Commanding this transformation however, takes some practice in muscle control.
Skin Blades do STR +3D/9D damage in melee combat. Cost: N/A. [Wound Level Caused: Heavy.]
Personal Paint
Comes in several varieties: reflective, "stealth" black, and a variety of
colors. When applied, the cream is translucent; body heat causes it to activate. The paint
applies like a thin coat of facial/body cream. It washes off with water, so it isn't too
useful in rain. Personal paint is also available in an ingested form. [Adds +1 to (Sneak
vs Sensors (reflective, stealth) or Perception (stealth): Gamemaster's discretion
as to whether situation is applicable.] Cost: 200 just decorative; 800 for sensor
defeating; doubled for ingested form.