Body Augmentation

 

Biotech

Biomonitor: This compact device measures life signs—heart rate, blood pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used by medical services and patients who need to monitor their own health, biomonitors can be worn as an armband or wristband or integrated into clothing.

Disposable Syringe: Made of plastic with a metal needle, syringes are intended for a single use. Can be used to apply injection-vector toxins.

Medkit: The medkit includes drug supplies, bandages, tools, and a (talkative) doctor-expert system that will advise the user on techniques to handle most typical medical emergencies (including fractures, gunshot wounds, chemical wounds, and poisoning, as well as offering advice for the treating shock handling blood loss, and of course performing resuscitations). The medkit’s rating adds to the dice pool of all First Aid Tests, and it must be refilled regularly (usually after every mission, gamemaster’s discretion).

DocWagon™ Contract: Don’t leave home without it! DocWagon offers firstclass medical care on a 24-hour house (or street) call basis. Four contract services are available: basic, gold, platinum, and super-platinum. A DocWagon contract requires the filing of tissue samples (held in a secure vault staffed by bonded guards and mages) and comes with a biomonitor RFID tag implant or wristband (basic service) that can be activated to call for help and then to serve as a homing beacon for roving DocWagon ambulances and choppers. Rupture of the band will also alert a DocWagon representative.

Once a call from a contract-holder is confirmed, most DocWagon franchises guarantee arrival of an armed trauma team in less than ten minutes, or else the immediate medical care is free. Resuscitation service carries a high premium, as does High Threat Response (HTR) service. In the latter case, the client (or her heir) is expected to pay medical bills up to and including death compensation for DocWagon employees.

Gold service includes one free resuscitation per year, a 50 percent reduction on HTR service charges, and a 10 percent discount on extended care. Platinum service includes four free resuscitations per year and a 50 percent discount on extended care. There is no charge for HTR services, but employee death compensation still applies. Super-Platinum subscribers are entitled to five free resuscitations a year and do not have to pay for HTR services or death compensation.

DocWagon will not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

 

Slap Patches

Antidote Patch: Add the rating of an antidote patch to any toxin resistance tests made within 20 minutes after it has been applied (this only applies for toxin the antidote protects against).

Stimulant Patch: This patch allows a user to ignore the injury modifiers of Stun damage; treat it as High Pain Tolerance equal to patch’s rating. This effect lasts for rating x 10 minutes—after that period of time, she receives one additional point of Stun damage. While a stimulant patch is in effect, the character is unable to rest.

Tranq Patch: This patch inflicts Stun damage equal to its rating.

Trauma Patch: If placed on a dying patient, it allows her to make a stabilization test using her Body instead of First Aid/Medicine.

 

Disguises

Latex Face Mask: When the mage has her day off, you can still disguise yourself with this handy piece of equipment. The mask includes a disposable lifecast kit that produces a true-to-life latex face replica. New disguises may be programmed with a rating equal to the hits on a Computer + Edit Test (max hits = Disguise skill). They may also be copied from a biometric scan (rating = scanner rating). The rating of the mask adds to the dice pool for Disguise Tests. The mask and kit can only be used once.

Nanopaste Disguise: The use of cheap cosmetics and latex based disguises are a thing of the past with the development of a versatile biostatic nanite paste. Once spread across the affected area, the paste utilizes the body’s bioelectric charge to power itself. It can be programmed to change color and texture or to display patterns. The paste can also remember preset configurations. A small container of paste covers the user’s face and hands, while the large container coats the entire body. The nanopaste may be programmed in the same manner as the latex face mask (above). The rating of the nanopaste disguise adds to the dice pool for Disguise Tests. The nanopaste disguise lasts for 24 hours.

 

Headware

Commlink: An implanted version of the commlink, popular with hackers and salarymen on the go.

Control Rig: This implant harnesses the raw data-coordinating and synchronization power of the middle brain for the express purpose of directly manipulating rigged vehicles/drones. The control rig provides a +2 dice pool bonus on all Vehicle skill tests while the rigger is “jumped into” a vehicle/drone via full virtual reality. This bonus does not apply to other drone manipulation through the Matrix.

Cranial Bombs: An illegal method of coercion, cranial bombs are the ultimate headache. Kink bombs are designed to damage only part of the victim’s head, either rendering specific headware (or other cyberware) useless or damaging the brain to cause blindness, stuttering, hearing loss, etc. Microbombs are just powerful enough to kill the bearer. Area bombs do the same, but also affect a blast area like either a fragmentation or high-explosive grenade. The bombs can be remote- or time-detonated, or even set to discharge by sound recognition. If installed in cyberlimbs, these bombs are designed to destroy specific components (kink), the entire limb (micro), or blast the area (area).

Datajack: A datajack allows a user to directly interface with any electronic device via a fiberoptic cable. Datajacks also allow users to slot and mentally access chips, softs, and BTLs. Datajacks equipped with their own memory storage for downloading or saving files. Two datajack users can string a fiberoptic cable between themselves to conduct a private mental communication immune to radio interception/eavesdropping.

Data Lock: This specialized version of the datajack is used by couriers, spies, and aides to top officials and executives, allowing them to act as walking data safes. Stored data is encrypted, and a special code is required to transfer data in or out through the data lock. Most importantly, the data lock is not wireless-enabled, nor does the implanted character have mental access to the data—she’s merely a carrier.

Olfactory Booster: Known on the street as a “sniffer,” “cybernose,” or “cybersnout,” the olfactory booster enhances, identifies, and records smells (and can play them and records smells (and can play them back later). This opens a completely new world of sensual information for the user, because smell carries much more information than a normal metahuman nose would ever be able to pick up—for example, many diseases can be identified by smell, and a metahuman body unconsciously produces odors corresponding to emotions (joy, fear, anger, etc.). Further, the olfactory booster can continuously analyze the composition of air and set off an alarm if it picks up traces of explosives, ammunition propellant, or various substances used in biological and chemical warfare. A cut-off function allows the user to completely ignore intense odors. The olfactory booster is usually linked to the user’s PAN to create an even more thorough AR experience.

Apply the olfactory booster’s rating as a dice pool bonus for any Perception Tests involving smells.

Sim Module: An implanted version of the external sim module, popular with sim lovers and BTL users.

Taste Booster: The taste booster performs the same function as the olfactory booster (see above), except that it enhances the user’s tastebuds. The taste booster also allows the user to experience taste sensations in AR situations that are programmed for taste. Apply the taste booster’s rating as a dice pool bonus to any Perception Test involving tastes.

Tooth Compartment: These hollow teeth come in storage and breakable models. The storage model is used to smuggle contraband and can micro-size items (gamemaster’s discretion). The breakable model triggers a linked effect (such as starting a tracking signal or releasing poison) when the user bites hard on the tooth.

Ultrasound Sensor: This is an implanted version of the ultrasound sensor.

Voice Modulator: This implant enhances the subject’s vocal organs. She can speak with an increased volume of up to 100 decibels without exhaustion, or shift her pitch to create perfect bird calls, mellifluous singing, and uncanny vocal impressions. The modulator can also play back a recorded voice; however, she cannot use the recorded voice for any purpose other than to mimic exactly what it said (voice recognition systems will spot the deviation from the original). For more deceptive purposes, the (highly illegal) secondary pattern function can be installed—it can be loaded with a recording from another person’s voice to create an almost perfect reproduction. To fool a voice recognition system, make an Opposed Test between the voice modulator’s rating and the system’s rating.

 

Eyeware

Cybereyes: This system offers 20/20 vision for both eyes and includes an image link and an eye recording unit (for no extra cost), as well as capacity for various enhancement systems.

Eye Recording Unit: The eye recording unit connects to the user’s optical nerves and records all data directly into attached storage (accessible by the user’s PAN). To prevent data theft, the user can opt to make this storage only accessible by special means (sim module, datajack, etc.).

Flare Compensation: An implanted version of the flare compensation enhancement.

Image Link: An implanted version of the image link enhancement.

Low-Light Vision: This accessory allows the user to see normally in light levels as low as starlight. Total darkness still renders the user as blind as an unmodified person.

Ocular Drone: This enhancement only affects one eyeball per purchase but it installs a small spyball drone in the user’s ocular cavity. The sypball functions as a normal cybereye until the user chooses to remove it and control it as though it were a standard spyball drone. A user who chooses to replace both eyes with ocular drones is effectively blind while both drones are operating apart from her. Not available as a retinal modification.

Protective Covers: These can protect both cyber and normal eyes, and confer both Ballistic and Impact armor bonuses of +2 to the eye area. Available in transparent or one-way reflective versions.

Retinal Duplication: Can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Make an Opposed Test between the retinal duplication rating and the retinal scanner rating.

Smartlink: An implanted version of the smartlink enhancement.

Thermographic Vision: An implanted version of the thermographic vision enhancement.

Vision Enhancement: An implanted version of vision enhancement.

Vision Magnification: An implanted version of the vision mag enhancement.

 

Earware

Cyberears: These implants usually just replace the inner ear (though sometimes the auricle as well, if the user desires), and offer perfect hearing within normal ranges. They include a sound link and an ear recording unit (at no extra cost), as well as capacity for various enhancement systems.

Audio Enhancement: An implanted version of audio enhancement.

Balance Augmenter: The balance augmenter enhances the inner ear’s natural balance mechanism. The user receives one bonus die on all tests involving balance, such as climbing, walking across a narrow platform, landing after a jump, and so on.

Damper: This implant protects the user from sudden increases in sound as well as damaging sound levels. The damper adds a +2 dice pool modifier to resisting sonic attacks.

Ear Recording Unit: The ear recording unit connects to the user’s auditory nerves and records all data directly into unlimited data storage that can be accessed by the user’s PAN. To prevent data theft, the user can also opt to make this storage only accessible by special means (datajack, etc.).

Select Sound Filter: An implanted version of the select sound filter audio enhancement.

Sound Link: The sound link plays audio (recordings, movie soundtracks, music, etc. ) from linked sources (PAN, datajack, etc.) directly into the user’s (cyber)ears. Commonly used for AR sound.

Spatial Recognizer: An implanted version of the spatial recognizer enhancement.

 

Bodyware

Bone Lacing: The cellular structure of the user’s bones is augmented with lattice chains of reinforcing plastics and metals to improve the bones’ integrity and tensile strength, but the augmentation also adds extra weight. Plastic bone lacing confers a bonus of +1 to the Body attribute for damage resistance tests. Aluminum bone lacing confers a +2 Body bonus for damage resistance tests and a +1 Impact armor bonus (cumulative with worn armor). Titanium bone lacing confers bonuses of +3 to Body for damage resistance tests and +1 to both Ballistic and Impact armor. Characters with bone lacing also inflict Physical damage with their unarmed blows.

Cosmetic Modification: Outpatient treatments that take about 2 hours can be obtained to alter the user’s appearance —shape, coloration, and pigmentation of the face and body along with addition or removal of hair (fiberoptic hair with changing color patterns is still very popular). Exotic modifications like scaly skin, colorful fur, cat ears, ork tusks, or tails are more difficult to come by.

Dermal Plating: Dermal plating consists of hard plastic and metal fiber plates bonded to the user’s skin. The plates are clearly visible and can be stylized for surface texture and color. Dermal plating confers a bonus to both Ballistic and Impact armor equal to its rating. Dermal plating cannot be combined with orthoskin.

Fingertip Compartment: Allows the storage of microsized items (gamemaster’s discretion regarding what can be fit into the compartment) in the tip segment of a finger. Inserting or retrieving an object takes one Complex Action. Items held within are completely concealed.

Spotting a fingertip compartment requires a Perception + Intuition (4) Test.

The fingertip compartment is a very popular storage device for a monofilament whip, with the fingertip acting as control weight. Extending a monofilament whip from a fingertip compartment takes one Simple Action, while retracting it requires one Complex Action.

Grapple Gun: This is an implanted version of the grapple gun.

Internal Air Tank: The internal air tank replaces part of one lung with a pressurized internal air reserve that allows the user to hold her breath for up to 2 hours. This allows extended underwater operations as well as protection from inhalation-vector toxins (assuming the user holds her breath). Refilling the air tank (through an intake valve located under the ribcage) takes 5 minutes.

Muscle Replacement: Implanted, vat-grown synthetic muscles replace the user’s own. Calcium treatments and skeletal reinforcement allow an overall increase in the user’s strength. Muscle replacement increases both the Strength and Agility attributes by its rating. It cannot be combined with muscle augmentation or muscle toner bioware.

Reaction Enhancers: By replacing part of the spinal column with superconducting material, a character’s reaction time can be increased. Add the rating of reaction enhancers to a character’s Reaction attribute (this will also affect Initiative). Reaction enhancers are compatible with other Initiative-boosters.

Simrig: This is an implanted version of the external sim module.

Skillwires: Skillwires are a system of neuromuscular controllers placed alongside the body’s natural nervous system to override muscular movement. Skillwire systems allow the use of activesofts with a rating up to the skillwire rating. A skillwire system can handle a number of skillsofts with a total rating equal to its own rating x 2. Changing the current selection of skillsofts takes one Simple Action.

Smuggling Compartment: Smuggling compartments may only be placed in parts of the body that can be easily hollowed out/replaced. These compartments allow the storage of micro-sized items (the gamemaster has final determination on what a compartment can hold). Spotting a smuggling compartment requires a Perception + Intuition (4) Test. Inserting or retrieving an object takes a Complex Action.

Touch Link: The touch link is a small unit attached at the base of the spine that allows for the processing of tactile information (texture, temperature, etc.) directly to the user’s neural system. This information is usually received via the user’s PAN, but it can also be input from other sources.

Wired Reflexes: This highly invasive operation implants a multitude of neural boosters and adrenalin stimulators in strategic locations all over the body, catapulting the patient into a whole new world where everything around her seems to move in slow motion. The system includes a trigger to turn the wired reflexes on and off (taking a Free Action). When activated, wired reflexes confer a bonus of +1 to Reaction and +1 Initiative Pass per point of rating. Wired reflexes cannot be combined with any other form of Initiative enhancement.

 

Cyberlimbs

Obvious Cyberlimbs: These implants are immediately recognizable as artificial unless the character covers them with clothing. In some cases, they are glaringly obvious and outlandish, though this tends to affect the character’s social dealings.

Synthetic Cyberlimbs: Synthetic limbs are disguised as natural limbs. A Perception + Intuition (3) Test is necessary to visually detect a synthetic limb (Cybertechnology skill may replace Perception for this test); synthetic limbs are obviously artificial to the touch.

Cyberlimb Enhancements: All cyberlimbs come with Body, Strength, and Agility attributes of 3. These values can only be augmented by cyberlimb enhancements—enhancements from other cyber- or bioware systems have no effect.

Cyberlimb enhancements use up the Capacity of the cyberlimb they enhance. The bonus to the enhanced value equals the rating of the enhancement. Only characters with a cybertorso can have cyberlimb enhancements with a rating higher than 3. When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task (round down). If a task requires the careful coordination of several limbs, use the value of the weakest limb.

The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand).

Armor: Armor installed on cyberlimbs is both Ballistic and Impact armor.

Critical George has Body 3, Strength 4, and Agility 2. He has a cybertorso with a Body 6, Strength 5, and Agility 3, a left cyberarm with Body 3, Strength 7, Agility 3, and a left cyberleg with Body 5, Strength 3, and Agility 3. If he punches someone in the face with his left arm, he uses Agility 3 on the attack test and Strength 7 for calculating his damage. If he wants to run down a hallway—requiring careful coordination of both legs—he makes his Running + Strength Test using the lower Strength of 3. If he gets shot, however, he uses the average value of his Body attributes, rounded down—in this case, 4.

 

Cyberlimb Accessories

Cyberarm Gyromount: When activated, counterweights pop out of the user’s wrist and provide her with better balance and reduced recoil for improved firing capability. The effects are similar to a gyro stabilization system with a Rating of 3. The effect is not cumulative with the bonus from a gyro-stabilization system.

Cyberarm Slide: Similar to the hidden arm slide, the cyberarm slide uses the same rules, but has the added advantage of total concealment. Spotting a cyberarm slide requires a Perception + Intuition (4) Test.

Cyber Holster: Cyber holsters can be installed in cyberarms, cyberlegs, and cybertorsos. They can hold a pistol-sized weapon or smaller within the limb, and are completely enclosed until activated and popped out. Inserting or retrieving a weapon takes one Simple Action. Spotting a cyber holster compartment requires a Perception + Intuition (4) Test.

Hydraulic Jacks: This implant requires two cyberlegs —each hydraulic jack consumes an amount of Capacity in its leg equal to its rating. Each rating point adds a +1 dice pool modifier to jumping tests, adds 20 percent to the character’s maximum jump distance, and (as long as the character manages to land on her feet) reduces the effects of falling by 2 meters. For example, a character with Rating 3 hydraulic jacks falling 10 meters would be treated as falling from a height of 4 meters.

Large Smuggling Compartment: Because it is installed in a cyberlimb, this version of the smuggling compartment is larger, and can hold pistol-sized items (gamemaster has the final say on what fits). Spotting a smuggling compartment requires a Perception + Intuition (4) Test. Inserting or retrieving an object takes a Complex Action.

 

Cyber-Implant Weapons

Cyberguns: Cyberguns are usually installed into cyberarms, though there have been reports of cyberleg-mounted versions, and in rare occasions they are implanted directly into a natural limb. Depending on the size of the gun, it can take up part of the user’s forearm or replace it altogether, with the functional parts of the arm built around it. The guns fire either through a hidden port in the palm, or by folding back the user’s hand at the wrist. To meet their stealthy requirements, most of their parts are built from non-metallic compounds, while the remaining metallic parts are incorporated into the (cyber)arm’s structure. Each limb can only hold one cybergun.

All cyberguns have internal magazines (m) and can be equipped with a hidden external ammo port, though once the clip is attached the cybergun’s presence becomes quite obvious. All cyberguns are pre-equipped with smartgun systems. Laser sights, silencers, and sound suppressors are also available; other weapon accessories (like gas-vent systems) cannot be installed.

Cyber Melee Weapons: Cyber melee weapons are the classic toys of razorboys and gillettes. They are available as cyberlimb upgrades, but are also in heavy use as standalone systems implanted into the user’s natural hands. Hand razors are 2.5-centimeter, chromed steel or carbon fiber blades that replace the user’s fingernails or slide out from beneath synthetic nail replacements. Hand blades slip out of the side of the hand opposite the thumb, parallel to the hand. Spurs consist of a variable number of blades protruding from the user’s wrist or knuckles. The shock hand features shock pads built into the knuckles or palm of the hand—these inflict a nasty shock to anything they are in contact with when activated. Shock hands deal Electricity damage and have 10 charges (each); when plugged in they recharge at a rate of one charge per 10 seconds.

 

Bioware

Adrenaline Pump: This small, muscular sac is implanted in the lower abdominal cavity and connected to each of the two suprarenal 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 might also activate the pump; the gamemaster can call for a Composure Test in such cases to determine if the pump activates or not.

When the adrenaline pump is triggered, the user ignores injury modifiers from Stun damage, and she will not fall unconscious when Stun damage reaches its maximum. The adrenaline pump’s rating is also added to Strength, Agility, Reaction, and Willpower attributes (up to the user’s augmented maximum). The pump works for Rating x 1D6 turns; this duration cannot be ended prematurely. When the duration ends, the user crashes, immediately taking one box of unresisted Stun damage for every turn the pump was active. After the effects end, the attribute values return to normal and the user can no longer ignore the injury modifiers of the Stun damage taken. While an adrenaline pump is in effect, the character is unable to rest.

After the effects have worn off, the pump requires 10 minutes to regenerate its supply—during that that time it cannot be activated.

Bone Density Augmentation: In a long and painful process, the molecular matrix of the subject’s bones are altered for density and strength. The procedure also strengthens ligaments, but as a side effect increases the character’s weight. Increase the recipient’s Body by the bone density rating for damage resistance tests. Characters with bone density deal Physical damage in unarmed combat.

Cat’s Eyes: Vat-grown replacement eyes with a structure that amplifies light and enhances the user’s night vision, providing her with natural low-light vision. Cat’s eyes are slit and reflective. This bioware is not compatible with cyberware eye enhancements.

Digestive Expansion: This treatment expands the range of substances a metahuman can safely digest—including roots, grass, peat, and a number of plants that are normally considered inedible. Includes a modification of the taste buds and olfactory senses to make it easier to “stomach” unusual foods. The character’s lifestyle costs are reduced by 20 percent and she receives a +2 dice pool modifier on tests to resist ingestion-vector toxins.

Enhanced Articulation: A number of procedures like joint-surface coating, relubrication, and tendon and ligament augmentation lead to more fluid muscle and joint action. Enhanced articulation provides its user with a +1 dice pool modifier on any test involving Physical skills that are linked to Physical attributes. This bonus may be combined with bonuses from other sources (reflex recorder, specialization, etc.).

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. Muscle augmentation adds its rating to the character’s Strength. It is not compatible with muscle replacement, but can be combined with muscle toner.

Muscle Toner: This treatment incorporates vatgrown elastic muscle fibers into existing muscle tissue, increasing muscle tension and flexibility. Muscle toner adds its rating to the character’s Agility. It is not compatible with muscle replacement, but can be combined with muscle augmentation.

Orthoskin: Weaves an energy-diffusing material just beneath the skin provides the equivalent of personal armor, while being virtually indistinguishable from unaugmented skin. Orthoskin adds its rating to the character’s Ballistic and Impact ratings (cumulative with worn armor). It cannot be combined with dermal plating.

Pathogenic Defense: An enhancement of the spleen, this treatment spearheads the production of more effective and aggressive leukocytes (white blood cells). Pathogenic defense adds its rating to toxin resistance tests against biological (not chemical) toxins and diseases.

Platelet Factories: Platelet factories increase the body’s ability to handle damage by accelerating the production of platelets within bone marrow, thus lessening the trauma from large wounds and quickly stopping bleeding. Any time the user suffers 2 or more points of damage, the damage is instantly reduced by one point.

Skin Pocket: With this bioware, a concealed flap of skin covers a pocket capable of holding several small items (gamemaster determines what can fit), weighing no more than 1 kilogram. Spotting a skin pocket requires a Perception + Intuition (3) Test. It takes a Complex Action to add or remove an item.

Suprathyroid Gland: Placed on top of an individual’s existing thyroid gland, the suprathyroid gland supersedes the metabolic functions of the thyroid, optimizing catabolism and anabolism. The altered metabolism produces more energy and effectively supercharges the recipient. Characters with a suprathyroid gland have a tendency toward hyperactivity and must ingest twice as much food and drink as a normal person to fuel the higher metabolic rate. The Suprathyroid Gland provides a bonus of +1 to the user’s Body, Agility, Reaction, and Strength attributes. Lifestyle costs rise by 10%.

Symbiotes: These tailored microorganisms introduced into the user’s bloodstream greatly enhance its regenerative functions. To fuel the symbiote activity, the character must increase her consumption of food and drink.

Add the rating of symbiote bioware as a dice pool modifier on healing tests (both Physical and Stun). Symbiotes add 20% to the characters Lifestyle costs.

Synthacardium: Artificially enhanced myocardium enables the heart to perform at higher levels. The synthacardium adds its rating as a dice pool modifier on all Athletics Tests. This bonus may be combined with bonuses from other sources.

Tailored Pheromones: The subject’s body is altered to release specially designed pheromones to subtly influence others. Tailored pheromones add their rating as a dice pool modifier to Charisma and Social Skill Tests. This bonus has no effect on magical abilities and tests.

Toxin Extractor: A specially cultivated cluster of cells implanted into the liver improves the efficiency and expands the spectrum of catabolic activity (the breakdown of complex substances). The toxin extractor adds its rating as a dice pool modifier to toxin resistance tests.

Tracheal Filter: This filter is implanted at the top of the trachea, just below the larynx, to absorb airborne impurities and keep them from reaching the lungs. The filter adds its rating to toxin resistance tests to resist inhalation-vectored toxins.

 

Cultured Bioware

Cerebral Booster: Nerve tissue, along with convolutions and gyri (ridges and furrows), is added into the frontal lobes of the cerebrum. The extra cells and increased surface area improve brain functions. The cerebral booster adds its rating to the user’s Logic attribute.

Damage Compensator: Compensators are implanted ribbons of transmissive nerve fiber that bypass the safety inhibitors, allowing their host to act while suffering from physical and mental trauma. The user may ignore a number of damage boxes (both Physical and Stun) equal to the compensator’s rating before determining injury modifiers.

Mnemonic Enhancer: By attaching a highly concentrated growth of gray matter to the brain, the capacity of both short- and long-term memory is increased. Adds the enhancer’s rating as a dice pool modifier to Knowledge, Language, and memory-related tests (this bonus may be combined with bonuses from other sources). The enhancer also adds a +1 dice pool bonus to Instruction Tests where the user is the subject of the instruction.

Pain Editor: The editor is a cluster of specialized nervous tissue designed to filter sensory stimuli. As long as the pain editor is active, the user can ignore the injury modifiers of Stun damage and will not fall unconscious when the Stun damage reaches its maximum. The subject feels no pain and is unaware of the extent of damage taken without examining herself or being informed by a biomonitor.

While active, the pain editor provides a bonus of +1 to the user’s Willpower attribute, but reduces her Intuition by 1 point (never below 1). Additionally, all tactile Perception Tests receive a dice pool modifier of –4.

Reflex Recorder: With this enhancement, extra neural material is grown in small clusters around the thirtyone pairs of spinal nerves to allow memorization of certain “learned” motor reflexes. The reflex recorder adds a +1 dice pool bonus to a specific skill or skill group (Combat and Physical skills only). Multiple recorders may be taken for multiple skills, but the effects don’t stack. This bonus may be combined with bonuses from other sources.

Sleep Regulator: The sleep regulator modifies the hypothalamus region of the brain, allowing for longer periods of wakefulness. The recipient requires less sleep per day and the sleep she gets tends to be deeper and more restful. The sleep regulator allows a character to get by with three hours of sleep each night and stay awake for 48 hours before modifiers start to take effect. Resting hours for healing purposes are not affected.

Synaptic Booster: With this bioware, the nerve cells making up the spinal cord are encouraged to replicate and lengthen, providing a wider “datapath” for the transmission of impulses and decreasing the amount of time required for the signal to traverse the distance. The booster confers a bonus of +1 Reaction and + 1 Initiative Pass per point of rating. The synaptic booster cannot be combined with any other form of Initiative enhancement.

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