Appendix Three - Bioware
Bioware engineering is a relatively new art. It is a more advanced technology than cyberware where biological components are used instead of artificial ones. The technology was developed as a way of side stepping ongoing morale arguments over cloned human tissues for replacement surgery. Bioware engineering allows these tissues to be build from the cellular level, so although you end up with exactly the same product at the end of the process (a human arm or leg), the issue of cloning is never brought into the equation.
From initial transplant applications the technology was quickly expanded into more extreme variants, modified human organs for superior performance, bioware 'addatives' to the circulatory system, cross splicing animal genes into bioware components. Bioware can not compete with cyberware when it comes to high end physical enhancement or cross technology compatibility (it's easy to make big strong arms out of metal), but it is much better at more subtle enhancements, like body appendages and enhanced nerve/circulatory systems. All of which have a lower negative effect on the user.
The following list is not exhaustive. If you wish your character to have a piece of bioware that is not listed here then feel free to consult a ref.
Description
This is a basic description of the function, appearance and location of each piece of bioware.
Bioware Rating
This is the level of Bioware Engineering necessary to build the implant. Building is the actual manufacture from scratch using pre grown parts or material you have grown yourself. To build an 'item', your skill level must be 1 point higher than the rating stated in this column (for example, if a Replacement Organ has a rating of 3, then to build it yourself, you would need to have a Bioware skill of 3, as per the normal skill system). The time taken to build one time slot (approximately a week) per level of difficulty. Once a piece of bioware has been made it still needs to be implanted. This requires the services of a surgeon and has it's own costs and time requirements. Rules for customising and improving bioware are covered in the 'making' stuff rules section.
Availability
The difficulty (within the SINergy rules system) of obtaining the particular piece of bioware. The availability equates to the skill level (in a relevant skill) that you (or a contact) would need to beat in order to obtain this item. If you do not have access to a relevant skill then you cannot buy the item (time to find a fixer). Legality also effects availability. For the purpose of Bioware, Bioware Engineering, or contacts the bioware field are considered relevant skills. Other skills may also be applicable, consult a ref.
Retail Price
The cost of an item is the retail value, in credits, i.e. the amount that you would pay for it across the counter in most of Western Europe (assuming that you are in a legal position to do so). In the case of the items with a Legality of LE or M, it is the amount that the soldier or policeman would have to pay for his weapon should he need a replacement (without his trade discount). Prices for selling and upgrading bioware is covered in the 'making stuff' rules section.
Legality
Dictates whether the bioware is legal or not. In Western Europe all bioware that does not simply duplicate a real limb or organ requires a license, even if it is legal to own. E.g. licensed Toxin Binders would be considered legal. A Poison Gland would not - licenced or otherwise. Some of the items in this glossary are only legal if in the possession of military or law enforcement personnel. This is denoted in the Legality column of the table by either LE (Law Enforcement) or M (Military). Unlawful possession of any of these items would be severely frowned upon by the Police. U (Universal) denotes that this item is commercially available over the counter, providing that you have a valid SIN card that can be endorsed to indicate the installation of that item. C denotes that the item is of criminal origin, that is, not designed for the Military or Law Enforcement community, but purely for violent or intimidating behaviour. This sort of implant or modification is almost guaranteed to get you shot or, if your lucky, arrested.
Certain items of bioware are exempt from the licensing laws in most countries, these items being limbs or organs grown as replacements for those who have lost their own through injury or disease. These are normal, non-enhanced body parts and therefore pose as no danger to the recipient or those around him or her.
System Notes
These are in-game notes to indicate he effects and/or bonuses bestowed by a specific item, as well as the other prerequisite components necessary to make that item work correctly and the skills (if any) to which they relate. Because of the organic nature of bioware Upgrades for limbs, optics etc. Can be installed in a characters existing 'natural' body parts. A natural body part is considered to have the same number of upgrade slots as it's bioware equivalent (see below).
|
|
BIOWARE |
|
|
Description |
Bioware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
Replacement Arm
A replacement human arm. |
2 |
1 / C3500 |
U |
2 Upgrade Slots per limb. |
Replacement Leg
A replacement human leg. |
2 |
1 / C4000 |
U |
Replacement Eye
A replica of a human eye. |
3 |
1 / C2500 |
U |
2 Upgrade Slots per eye. |
Enhanced Spectral Range: Optic Upgrade
The modified eye is able to see light from the InfraRed to Ultraviolet range. It also functions in low lite conditions. |
3 |
1 / C1500
per pair |
U |
(Night Vision Skill 3). Allows movement and action in dark conditions. Will not be useable in game due to safety implications of no-light situations. |
Replacement Organ
A normal human heart, lung liver or kidney etc. This technology does not stretch to the complete replacement of a brain. |
3 |
1 / C4500 |
U |
1 Upgrade Slot. The upgrade must be relevant to the organ in question (IR detecting Kidneys are not an option!). |
Grafted Muscle Upgrade
Vat grown muscle tissue surgically attached to your existing tissue making you physically stronger. |
3 |
1 / C2500
per location |
U |
2/+1 skill/bonus to the Strength skill. |
Bone Lacing / Dermal reinforcement Upgrade
Treats your existing bone and soft tissue structure with organic reinforcement. This is an extensive reconstruction process for the whole body, usually adopted by fighter pilots, military personal and extreme sports enthusiasts. |
4 |
1 / C6000 |
U |
2/+2 skill/bonus to the Endurance skill. |
Skinweave
A flexible mesh built under your skin designed to protect you from potential ballistic and melee attacks. |
5 |
1 / C6000 |
U |
1/+1 points of armour that add to your Endurance skill. |
Reaction Enhancement
The synaptic response time is improved by supplementing the existing tissue with superior ophidian cells. |
4 |
1 / C5000 |
U |
2/+2 Dodge skill/modifier. |
Toxin Binders
Chemicals designed specifically to assist your natural antibodies in neutralising toxins and poisons. Has the side effect of also neutralising opiates, narcotics and alcohol effects. |
4 |
1 / C2500 |
U |
(Resist Toxin Level 8). |
Microsurgeons
Custom modified blood cells designed specifically to assist your survivability during injury. |
5 |
3 / C5000 |
U |
(Regeneration 1). Light wounds are recovered over the course of 10 minutes from the time of injury. If mortally wounded the character automatically stabilises, but will not recover on their own. Serious wounds are unaffected. Microsurgeons provide no special assistance against toxins and other pathogens. |
Poison Gland Upgrade.
Artificial glands that produce small doses of a poison of your choice. The gland can be placed in a hand, foot, teeth or sexual organ (patients choice). The gland can also be installed to work with cyberware such as Rippers and Fangs. |
3 |
2 / C2200 |
Cr |
Level 5 Toxin (or alternately a non lethal poison doing Stun 5). The user must deliver the poison to the target by way of an attack that will brake the skin. The user is not immune to the toxin if it gets into their own blood stream.
Uses one upgrade slot.
Poison glands hold enough venom for two uses, recovering a use every other hour. |