Bioware
 

 

  Corporations jockeying for position and the never ending quest for greater grosses and a larger profit margin, have seen the biological sciences advance by leaps and bounds. Though initially the research and advances were aimed at fighting disease, aging and combating simple human frailty, bio-science has long since taken a far more lucrative turn.
   
 

With the creation of advanced cellular vat tanks and supposedly rudimentary cloning, bio-science has produced marvels that in some ways equal the advances of cybernetic and general technologies and in others impressively surpass them. Seeing the obvious market both abroad and within the streets, among the Lancers and even the Edger scum of the gutters, corporations have seen to the legalization of some of their bioware creations and processes and continue to make an impressively large profit from their numerous clinics. Itís naturalÖ so what harm could it do?

 

   

BioWare

   
 

 

 

 

 

 

Type

Function

Cost

INDEX

   

 

   
 

Adrenaline Booster

Statistics                                                  Duration 

(NS) Mod

 

+3 Strength - +2 Agility - +4 Reflex - +2 Constitution     1d6 x 8 seconds

   
 

1: Allows 2 uses an hour

1:3000 18
 

2: Allows 3 uses an hour

2:5000 24
  This tailored piece of bioware allows the subject to mentally cue an adrenaline surge as long as they haven't done so too often and recently. As the boost gradually wears off the subject is left temporarily fatigued and physically depleted as a result, for half as many minutes as the boost was active in seconds the subject suffers the bonuses that had been applied as detriments, though of course another boost removes all of these affects anew. The depletive affects are not cumulative.
  Note: Those with the Focus or Rage skills gain double duration from this bioware and can call on it one additional time per day.
   

 

   
 

Bio-Ceramite Mem-Implants

Appearance                              Time to Effect Change 

(NS) Ext

 

1:                   Facial Variation                                2 minutes

1:8000

26

 

2:                Full-Body Variation                             10 minutes

2:14000

28

 

3:         Gender: Full-Body Variation                         20 minutes

3:20000

30

  This process is generally reserved for those who require the ability to vary their appearance often or at relatively short notice. The bio-ceramite is similar to bio-ceramics, but is more mutable. Capable of altering its density to appear similar to cellulose, tendon, muscle or bone this ware is placed strategically throughout the subject's body dependant upon the degree of alteration that is desired. The number of variations possible is effectively unlimited though most such differences tend to be subtle as opposed to gross.
  Note: Akin to bio-ceramic based materials if the mem-implants are damaged they will repair themselves gradually (Usually a full day is required before they are once more fully operational.). In terms of reducing or generating extra mass the mem-implants are limited, they can only slightly appear to reduce mass in those with at least 10% or more natural body fat, and can generate a rough approximation of about 20 kilos. The third tier version of this bioware allows the subject to even vary their sex with regards to their appearance. This doesn't magically create the necessary organs or remove those already present but alters their apparent configuration to the point that they are effectively concealed even in the case of a strip search examination.
   

 

   
 

Bio-Spurs

Composition                    Damage                    Barrier Rating 

(NS) Mod

 

1:                  Bone Chitin           1d4(x# of pinions)                   3

1:2000

12

 

2:           Hardened Bone Chitin     1d6(x# of pinions)                   4

2:4000

16

  Bio-Spurs are achieved via a combination of a tailored retro-viral and this unassuming piece of ware. Depending on the desired configuration of the pinion(s), the subject's hands or forearms are implanted with these miniscule discs that strengthen, modify and control bone growth in very specific ways. Via this process the subject rapidly develops surgically sharp bone spurs that can be used for raking or gouging attacks in close quarter combat. Bio-Spurs are not retractable, but can be triggered to destroy themselves. The chief benefit of bio-spurs is that they equip the subject with a weapon that easily avoids scans for dangerous weaponry or cyberware.
  Note: Takes 10 to 40 minutes for them to regrow.
   

 

   
 

Bio-Symbiote

  

(NS) Mod

  -

4000

14

  Surgically implanted between the subject's stomach and small intestine, custom designed E. Coli bacteria strains will convert indigestible cellulose and protein compounds into a form readily absorbed into the subject's bloodstream. Reduces the amount of sustenance necessary to maintain activity by 1/2 and helps maintain a lean physique.
   

 

   
 

Bio-Weave

Regeneration Rating                    Disease - Poison - Radiation Rating 

(NS) Mod

 

1:               1HP - 1 Hour                           15%       10%             5%

1:12000

24

 

2:            1HP - 30 minutes                        20%       15%             5%

2:24000

28

  An extensive, delicate weave of bio-wires radiates outward from the interior of the subject's torso and stimulates the repair and regrowth of damaged tissue. The Bio-Weave also has beneficial if limited effect against other various health risks.
   

 

   
 

Cardiac Booster

Statistics                              Resuscitation Bonus 

(NS) Ext

 

1:                    +2 Constitution                               15%

1:3000

10

  2:                    +3 Constitution                               20% 2:5000

14

 

3:                    +4 Constitution                               25%

3:8000

18

  This procedure involves the incorporation into the subject of a special organ that stimulates the subject's heart and ability to breathe, it likewise aids in making the subject easier to resuscitate if their heart or breathing stops and enhances endurance and overall health appreciably.
   

 

   
 

Cerebral Booster

Statistics 

(NS) Ext

 

1:                           +1 to Intelligence - +1 to all intellectual skills

1:16000

24

  2:                           +2 to Intelligence - +2 to all intellectual skills 2:24000

26

 

3:                           +3 to Intelligence - +3 to all intellectual skills

3:32000

28

  By adding a small amount of gray matter to the brain of the subject this process increases the subject's intelligence commensurately, likewise making communication between the lobes of the mind far more efficient.
   

 

   
 

Cerebro Enhancement

Statistics 

(NS) Ext

 

1:                             +1 to Intuition - +1 to all intellectual skills

1:12000

22

  2:                             +2 to Intuition - +2 to all intellectual skills 2:20000

24

 

3:                             +3 to Intuition - +3 to all intellectual skills

3:28000

26

  The cerebro enhancement is a genetically engineered version of the pineal gland that keeps the subject's brain bathed in elevated levels of NSC to boost every facet of his or her intellectual acumen, just as the brain is similarly boosted during early childhood.
        
  Chitin Augmentation Damage             DRR            Statistics           Barrier Rating - Points  (NS) Ext
  1:       P:1d2     K:1d2        -1            +15 HP                        1 - 10 1:3000 14
  2:     P:1d2+1 K:1d2+2       -1            +25 HP                        2 - 20

2:5000

16
  This process involves altering the composition of the subject's skeleton, making his or her bones both more resilient to injury as well as stronger. Likewise this augmentation adds weight to the subject's over all physique.
  Note: This bioware augmentation increases the subject's overall weight by 3 and 5 kilos respectively. With respect to damage modifiers the subject does the listed damage on a simple punch or kick to foes (this is aside from any skill bonuses) and anyone striking him or her with their fist takes half the damage if such a strike would contact any portion of the subject's reinforced skeleton.
   

 

   
 

Clone

  

-

  -

75000

16

  This is just what it appears to be. Clones are generally utilized to prolong the physical life of someone who has had their consciousness digitally transferred into a splinter core, thereby making them virtually immortal as long as they can avoid the small legion of ways by which even the splinterred can meet a final death.
  Note: Upon creation the clone has the exact cellular and genetic makeup as the original subject being cloned. In most cases, subsequently to its creation the subject's splinter is then directly loaded into the clone's splinter core configuration.
        
  Damage Compensator Statistics                              Threshold Rating  (NS) Ext
  1:            +2 Constitution   +4 Will   10 HP                   96% 1:6000 12
  2:            +3 Constitution   +5 Will   20 HP                   99%

2:8000

14
  Much like the pain editor in function, the downside is that unlike the possessor of a pain editor, the user of a damage compensator is not truly aware save from visual examination, (if possible) of how damaged their body really is.
  Note: The additional HP are taken last (ie. After the subject's base HP.) and if depleted the subject dies outright halving the chance of  resuscitation attempts being successful.
   

 

   
 

Muscle Augmentation

Statistics 

(NS) Ext

 

1:                                    +2 Strength - +2 Constitution

1:4000

10

  2:                                    +3 Strength - +3 Constitution 2:9000

12

  3:                                    +4 Strength - +4 Constitution 3:14000

14

  4:                                    +5 Strength - +5 Constitution 4:22000

18

  Through the attenuation of the subject's own vat grown muscle the subject's resilience and strength can be markedly increased. Aside from the more obvious effect of making the subject physically more intimidating and bulky, the subject's bones and cartilage are likewise strengthened to support the increased mass.
  Note: Additional constitution gained through this procedure applies only to potential HP values and do not enhance the subject's actual constitution with respect to the stat.
   

 

   
 

Enhanced Muscle Augmentation

Statistics 

(NS) Ext

 

1:                                    +1 Strength - +1 Constitution

1:7000

12

  2:                                    +2 Strength - +2 Constitution 2:12000

16

  3:                           +3 Strength - +1 Agility - +2 Constitution 3:18000

20

  4:                           +4 Strength - +2 Agility - +3 Constitution 4:26000

24

 

5:                           +5 Strength - +4 Agility - +4 Constitution

5:38000

28

  Through this process the subject undergoes a lengthy (2 month) treatment, wherein bio-engineered reinforced tissue is incorporated into the host form. Unlike basic muscle augmentation, this process doesn't necessitate the subject having to look as though they've had anything done. The additional strength, due to the methods utilized automatically applies to connective tissues and tendons as well and in the case of the upper echelon procedures the subject is not only granted strength and additional resilience, but also gains greater coordination and over all dexterity.
  Note: Additional constitution gained through this procedure applies only to potential HP values and do not enhance the subject's actual constitution with respect to the stat.
   

 

   
 

Genome Cellular Alteration

Regeneration Rating                    Disease - Poison - Radiation Resistance 

(NS) Mod

 

1:         1HP - 30 minutes                      25%        10%              5%

1:8000

28

  2:         1HP - 15 minutes                      30%        15%             10% 2:16000

30

 

3:         1HP - 10 minutes                      25%        20%             15%

3:32000

32

  Through genomic alteration of the subject's, blood and tissue DNA, this procedure allows the subject to heal more rapidly than is otherwise possible. The subject likewise gains some degree of resistance to diseases, poisons and radiation exposure.
  Note: Genome Alteration may not be used in conjunction with symbiotic hosts. With respect to disease resistance, the Genomic Cellular Alteration only protects against bacteria based diseases and does not aid against viral outbreaks.
   

 

   
 

Mnemonic Enhancer

 

 

(NS) Mod

 

-

6000

18

  The subject will not only remember things long forgotten, but discover that memories (Recorded by the brain only.) after mnemonic enhancement are more vivid and detailed than anything experienced before said enhancement. This enhancement is only effective for skills and memories involving abstract thought, logic, mathematics, language, and visualization recorded in the cerebrum or neo-cortex.
   

 

   
 

Nephritic Screen

Situational Bonuses                    No Effect Chance

 

(NS) Mod

  1:                      +4 to Con vs Poisons                          12% 1:4000

14

  2:                      +6 to Con vs Poisons                          24% 1:6000

16

 

3:                      +8 to Con vs Poisons                          36%

1:8000

18

  This tailored alteration to the subject's immune system allows the subject to more ably fight off toxins and poisons.
  Note: The no effect chance, represents the slight chance that the nephritic screen was able to screen a given toxin before had the chance to affect the subject.
   

 

   
 

Neural Bridge

Skill                               Target Modifiers

 

(NS) Mod

                             Ambidexterity                           -1/-3

3000

18

  This handy little bit of bioware is a bundle of cultivated nerve tissue that links the motor coordination areas of both sides of the brain to make the subject ambidextrous.
  Note: Target modifiers apply if the subject is attacking with two weapons simultaneously (ie. in any given round). For those lacking the ability to fight with two weapons via natural or some form of augmented ambidexterity or the dual weapon fighting skill specialization, the penalties are much steeper forcing a negative modifier of -4/-6 to apply to the subject's attacks.
   

 

   
 

Neural Replacement

Statistics                              Time Modifier

 

(NS) Mod

  1:                           +1 to Reflex                               -5% 1:4000

26

  2:                           +2 to Reflex                              -10% 1:8000

28

 

3:              +1 to Intelligence - +3 to Reflex                -15%

1:18000

30

  Special nerve trunks with genetically engineered cells and enlarged axon diameters are implanted. The increased size means the electrochemical impulses zip down pathways with more surface area to support neuron to neuron chemical transmission and less interference from stray signals. This enhances the patient's physical and mental reactions.
  Note: Cannot be combined with the synaptic accelerator.
   

 

   
 

Olfactory Boost

Statistics          Chance          Effective Range          Elapsed Time

 

(NS) Mod

  1:          +2 Intuition           70%               8 meters             12 hours - 100% 1:9000

24

  2:          +3 Intuition           80%              12 meters            24 hours - 100% 1:16000

26

 

3:          +4 Intuition           90%              18 meters            36 hours - 100%

1:30000

28

  By means of this extensive process the subject's sense of smell is extraordinarily heightened. The resulting effect is that the patient can detect and categorize scents beyond the scope and ability of any known form of life. Cybernetically created scent testers/detectors are no true match for this bioware sensory apparatus. Due to the dangerous susceptibility that can be associated with this boost to the subject's sense of smell certain safeguards are both integral and others suggested. The booster is capable of shutting off entirely the user's sense of smell, and is likewise capable of filtering out scents as the subject dictates. Because some of the scent slips past the initial screening apparatus, it is recommended that those who get this enhancement likewise look into the pheromone sensor and toxin sensor.
  Note: Each level has an ideal elapsed time, (12/24/36) if the residual scent is that recent, the chance of finding it is ideal at 100%. For each half again elapsed time, (ie. 6/9/12) the viability of finding the scent drops by 10% or more dependant upon prevailing conditions. There is a base chance that tailored pheromones can evade even this apparatus, in such a case subtract the detection vs sensor % and the remainder is the chance that the pheromones go undetected. The bonus to Intuition gained via the olfactory boost is situational, there are cases wherein the ability to detect scent is just as much a hindrance as a benefit.
 

Pheromone Sensor

Chance to Detect Pheromonal Agents

 

(NS) Min

  1:                                                       60% 1:7000 18
  2:                                                       85% 2:12000 20
 

3:                                                       95%

3:20000

22

  This especially focused implant allows the subject to filter before becoming affected by (if) used in conjunction with the Olfactory Boost, those those ramped up pheromones that could be subtly influence the subject. In essence the Pheromone Sensor seines the surrounding air and upon picking on the telltale chemical precursors acts to minimalize or completely negate their effectiveness. In the case of passive mode pheromones the passive mode percentage is subtracted from the Pheromone Sensor's chance to detect them.
 

Note: This does not automatically protect the subject from said effects, but can provide sufficiently early warning to allow the subject to escape or take necessary precautions.

   

 

   
   

 

   
 

Reflex Recorder

Bonuses                              Reflex Associations

 

(NS) Mod

  1:      +2 Reflex - +1 to any one physical skill                  2 1:6000

16

  2:      +4 Reflex - +1 to any one physical skill                  3 2:8000

18

 

3:      +6 Reflex - +1 to any one physical skill                  4

3:10000

20

  This miniscule organ keeps tabs on neural signals and commands, allowing those who are performing a monotonous or field of tasks to record the command signal and thus all but wipe out the need to consciously order the action, allowing valuable seconds to be shaved from the time necessary to perform the task. The reflex recorder adds a bonus to the rating of specific skills or skill sets. (Combat and Physical skills only.) Whether itís button pushing or the art of the quick-draw, the reflex recorder can serve you well. It is possible to recondition this organ to alter the particular reflex association after the initial choice, though this takes anywhere from 4 to 12 days dependant upon the level of the Reflex Recorder involved. (The more advanced the Reflex Recorder the more time is required to effect this change.)
   

 

   
 

Sheathe

             Sheathe Type                                             Statistics

 

-

 

1:         Base Athlete                     17 Strength - Dexterity - Constitution

1:100000

16

 

2: Perfect Athletic Specimen           18 Strength - Dexterity - Constitution

2:125000

18

 

3:     Combat Specimen           18 Strength - Dexterity - Constitution (Special)

3:213700

20

 

4:  Special Ops Specimen         19 Strength - Dexterity - Constitution (Special)

4:294300

24

 

5:    Black Ops Specimen          20 Strength - Dexterity - Constitution (Special)

5:372300

28

 

6:    Custom Specimen             20 Strength - Dexterity - Constitution (Special)

6:175000+ (Varies)

28

 

            Gene Splice                                          (Varies)

25000

18

  A sheathe is a genetically engineered organic host form that can be purchased to replace a subject's body, whether because of age, disease, gross injury, or simply as an upgrade from whatever form the splinter core previously occupied. In most cases these sheathes are specialized in some way, shape, or form, whether they are spliced with feline, wolf, shark, gecko, squid, dolphin, electric eel, etc. or just upper echelon DNA to effect a wide variety of appearances and innate capacities that simply aren't possible in the natural world. While it is possible for someone to have their splinter-core transferred into the chassis of a cyborg, meta-synth, synth, clone, and even some bots, for those interested in keeping it organic but who don't want more of the same old thing which is the cloning option, the sheathe is the way to go!
  Combat Sheathe: Combat variations come equipped with the bioware equivalents of kevlar bone lacing, lvl 1 bio-ceramic ballistic weave, lvl 3 booster wires, lvl 2 biomonitor, lvl 1 filtration system, anti-dazzle, lvl 4 electronic magnification, image link, lowlight, thermal, targeting optics, vid link, audio dampener, lvl 3 comjack, data filter, lvl 2 data lock, sub-vocal microphone, lvl 1 bio-weave.  
  Special Ops Sheathe: Special Ops sheathes come equipped dual smartlinks, and the tailored bioware equivalents of lvl 2 bio-ceramic ballistic weave, aluminum bone lacing, lvl 3 reflex coils, lvl 3 biomonitor, lvl 2 filtration systems, lvl 1 pain editor, anti-dazzle, lvl 4 electronic magnification, image link, lowlight, thermal, targeting optics, vid link, audio dampener, balance augmentation, alert, lvl 1 holojack, data filter, lvl 2 data lock, cyber transducer, neural bridge, lvl 2 bio-weave.
  Black Ops Sheathe: Black Ops Sheathes come equipped with dual improved smartlinks, and the tailored bioware equivalents of lvl 2 bio-ceramic ballistic weave, titanium bone lacing, lvl 3 flash wire, lvl 1 bio array, lvl 3 filtration systems, lvl 2 pain editor, anti-dazzle, lvl 4 optical magnification, image link, lowlight, vision upgrade, targeting optics, vid link, audio dampener, balance augmentation, lvl 3 variable sound filter, alert, lvl 3 holojack, data filter, lvl 2 data lock, cyber transducer, neural bridge, lvl 2 bio-weave.
  Custom Sheathe: These sheathes are barebone bio-systems that are tailored for tiptop physical prowess, vigor, and strength, but are subsequently customized to meet the configurative desires of any given client.
  Gene Splice: The gene splice augmentation is really an add-on to one of the other categories of sheathes and can be purchased up to three times for three different, genetic or specific sheathe effects that relate to physical and some mental capabilities.
  Note: In most cases the subject's splinter core persona is transferred directly into the sheathe's own splinter core. (All sheathes are equipped with splinter-cores by default.) Speed augments in sheathes are usually different from cybernetic variations, and are referred to as neuro flash and cannot be integrated with cyberware augmentations for a cumulative affect, though it is possible to forgo neuro flash variants in favor of cyberware or similar type options. With respect to the appearance of any sheathe, it is highly mutable in that within reason, almost any appearance desired can be obtained. Also, it is important to note that there are lesser variant sheathes available. These are not quite as physically potent as the base athletic model. In general, temporary sheathing (As in the case of reviving a witness who was slain, etc.) and lower end insurance packages involve the use of an average sheathe that costs 60000 credits and has a value of 13 for its various physical attributes. These sheathes are generally referred to derogatively by non-sheathes and higher-end sheathes alike as thirteens not because of the value of the attributes in question but because the poor bastard, be it man or woman was unlucky enough to land themselves in one in the first place.
        
 

Stasis System

 

 

(NS) Ext

 

-

6000

20

  This system is associated with the involuntary respiratory sections of the brain, allowing manual override and near-shutdown of the subject's basic life functions. (Breathing, pulse, etc.)
  Note: The subject can enter a trance so deep that he or she almost attains suspended animation. Sensors, abilities and so forth that detect life or the like are incapable of determining that he or she is alive. While suspended, the subject is aware of their surroundings. The subject feels the passage of time on a day to hour ratio, (ie. One day equates to effectively one hour for the subject.) though he or she requires food, air and water as they normally would, at a much reduced rate. If the subject is damaged, he or she will awaken within 1d4 combat rounds.
   

 

   
 

Synaptic Accelerator

Statistics                              Time Modifier

 

(NS) Mod

  1:                           +1 to Reflex                               -5% 1:2000

20

  2:                 +1 Intelligence  +2 to Reflex                   -10% 2:12000

24

  Through a combination of surgery and nanite orchestrated tweaking of the subject's neural pathways, the patient’s response and intra-network of communication is greatly heightened. This allows the subject to respond and react faster in all facets of putting thought into action.
 

Note: Cannot be combined with Neural Replacement.

   

 

   
 

Symbiotic Hosts

Regeneration Rating          Statistics          Disease - Radiation Resistance

 

(NS) Mod

  1:           1HP - 2 Hours                 4 HP                        30%            8% 1:5000

26

  2:           1HP - 1 Hour                  8 HP                        45%           16% 2:10000

28

 

3:        1HP - 30 minutes               12 HP                       60%           24%

3:20000

30

  Introduces a handful of biologically created organs that function as symbiotic aids to the subject's ability to heal more rapidly from physical harm, diseases, and limited radiation exposure.
 

Note: Symbiotic Hosts may not be incorporated into a subject who has undergone the genome cellular alteration process and vice versa. With respect to disease resistance, the symbiotic hosts only protect against bacteria based diseases and do not aid against viral outbreaks

   

 

   
 

Tailored Pheromones

 

 

 

 

Generic Pheromonal Modification

 

(NS) Min

 

Range

   
  1:                                                   4 meters 1:4000 -
  2:                                                   8 meters 2:12000 -
  3:                                                  12 meters 3:24000 -
 

Generic Pheromonal Attraction

   
 

Situational Statistics          Bonus Modification

   
  1:                         +2 to Attractiveness                   +10% 1:6000

16

  2:                +4 to Attractiveness  +1 Charisma         +20% 2:12000

20

  3:                +6 to Attractiveness  +2 Charisma         +30% 3:18000

24

       
  Alarm 8000 18
  Psycho-Active Primer 8000 18
  Sex 4000 16
  Territorial 4000 18
  Trail 6000 16
  Volatile Necromone 5000 18
       
 

Passive Mode

   
  1:                                                                        35% 1:10000 22
  2:                                                                        45% 2:16000 24
  3:                                                                        55% 3:24000 26
 

 

 

 

  Tailored Pheromones are both useful and potentially double-edged. If pheromones have been used and detected, either while the subject is in a given area or twice as long in cases of the Olfactory Boost, there is little difficulty tracing the pheromonal flush to its point of origin. However a Passive Mode can be incorporated into this bioware, to allow the pheromones given off by the subject to make him or her virtually invisible to detection pheromonal sensors or olfactory boosts. (The Detection % is checked once upon first encounter and lasts until said parties go their separate ways.) Through careful use, this allows the subject to exert their influence even when such manipulation is being detected for, in most cases. The general affects of the subject's enhanced pheromones as pertaining to those affected is set upon incorporation into the subject and cannot be changed afterward. (ie. Attracting women, men or both, or via a specific set. For instance, if a subject purchased the sex, alarm and psychoactive primer variants, they could not later add trail and territorial or any other type without essentially wiping out all of them and reincorporating each from scratch.)
  Alarm - The subject can cause either a semi-irrational flight response in the immediate area and in many forms of creatures, most especially those of similar genotype. Or can illicit a call for aid from those of its genotype in the immediate vicinity. This doesn't mean that men and women will start fighting on the subject's behalf, but may interpose themselves between she and any perceived enemies to find out why they are exhibiting animosity toward the subject, which in turn may give the subject time to escape.
  Psychoactive Primer - This variant can be utilized to achieve amazing alterations in one's immediate environment. The particular reaction attained by the psychoactive primer is based upon that desired during incorporation into the subject and only one such option is allowed per alteration. Within the area of affect the subject can cause calm, briefly heightened awareness, worry and faint agitation. The degree to which those nearby are affected is based on the subject's situational statistics/bonus modifications as applicable.
  Sex - This pheromonal was is relatively straight forward. Those affected in a positive sense, in some cases even to just a marginal degree from their natural inclination toward the subject will tend to cave in and seek the subject out for intimate pursuits. (Note: This doesn't alter one's sexual orientation. Men or women who aren't normally open to a specific sexual type won't give in by default, but they will more than likely began having conflicting trains of thought cropping up that cause them to gradually question such things. Obviously this would require heavily extended proximity.)
  Territorial - The territorial variant allows the subject to, when desired; emit a pheromonal wash and occlude an area or even a person with respect to those types affected by their particular pheromonal adaptation. (ie. Men or women or both.) Within this area or around the person, those intruding are potentially subjected to an underlying sense of being out of place and will in most cases if influenced, seek to leave the given area as swiftly as possible due to an underlying sense of discomfort. Territorial pheromonal markers stay from between 24 to 36 hours and this form of chemical marking can't be performed again for a full 48 hours.)
  Trail - This variant allows the subject to exude a familiar aspect of their scent that will trigger almost exclusively in those are familiar with the subject and allow them to follow their path even sans such modifications as pheromonal sensors or the Olfactory Boost bioware. The trail is potent enough along that very narrow vein to subsist for up to 72 hours, though rain will half that and hard rain will drop it to one third its normal duration. Most often used by high-level Corpse types seeking to safeguard their children, spouses, mistresses, specific corporate assets and the like.
  Volatile Necromone - Similar in some ways in their potential usage to Territorial Pheromones, the Volatile Necromone variant puts out an air of powerful underlying decay scent that will repel most humans by default and attract various scavenger types from a significant distance. Obviously this is a double-edged pheromonal wash that can afford its user some privacy from fellow humans and most species of animals but will invariably attract Diablo rats and other carrion eating scavengers.
 

 

  Note: At no time is the subject able to decide who is affected within the area of affect save through careful, judicial usage. Likewise the % chance to avoid detection by a Pheromone Sensor is only applicable to those subject's who have paid to incorporate the Passive Mode into their pheromone usage.
   

 

   
 

Thyroid Booster

                                      Statistics                                                     Heat Signature

 

(NS) Mod

  1:  +1 Strength - +2 Agility - +1 Reflex - +1 Constitution                    +2 1:9000

26

  2:  +2 Strength - +3 Agility - +2 Reflex - +2 Constitution                    +3 2:16000

28

  3:  +3 Strength - +4 Agility - +3 Reflex - +3 Constitution                    +4 3:34000

30

 

4:  +4 Strength - +5 Agility - +4 Reflex - +4 Constitution                    +5

4:68000

32

  This is a modification to the patient's natural thyroid glandular array. Through this process the user gains perpetually added strength, speed, and effective physical resistance to various chemical, internal, and environmental stresses and threats. Likewise the subject must eat twice as much to maintain necessary nutrients, and gives off a far more visible heat signature and radiance, than those without a thyroid booster.
   

 

   
 

Toxin Screen

Chance to Detect Ingested Toxins

 

(NS) Min

 

50%

2000

14

  Protect yourself with toxin screen, a cluster of sensory tendrils in the stomach that detect poison in any food or drink ingested and automatically trigger the stomach to empty by reflex vomiting.
 

Note: The subject, if the toxin screen detects poison in something just or recently ingested it will automatically expel the toxins detected via uncontrolled vomiting. In the case of swiftly working or contact poisons the toxin screen may prove to be of no use.

   

 

   
 

Toxin Sensor

Chance to Detect Airborne Toxins

 

(NS) Min

  1:                                                       60% 1:4000 24
  2:                                                       75% 2:6000 26
 

3:                                                       85%

3:8000

28

  This especially focused implant allows the subject to filter before becoming affected by (if) used in conjunction with the olfactory boost, those airborne toxins or gases that could be harmful to the subject. In essence the toxin sensor provides a catalogued library of scents that are known to be deadly or potentially harmful.
 

Note: This does not automatically protect the subject from said effects, but can provide sufficiently early warning to allow the subject to escape or take necessary precautions.

   

 

   
 

Trauma Damper

Statistics                                                  DRR

 

(NS) Ext

  1:                          +15HP - 30%                                        -1 1:4000 26
  2:                          +20HP - 60%                                        -1 2:8000 28
 

3:                          +25HP - 90%                                        -1

3:12000

30

  Through this process the subject's body is modified, various organs are modified to allow the subject to function in most cases despite electrical shock, physical trauma, and extreme environments. The subject gains the Survival skill with respect to surviving in extreme environments and the percentage reflects the chance to ignore the potential damage and stun damage, as well as the incapacitation that tasers and other electrical attacks might cause.
 

Note: This does not affect psychological shock or stress.

   

 

   
 

Vision Upgrade

 

 

(NS) Mod

 

-

6000

24

  This process involves utilizing specialized nanosurgeons to rebuild the user's retinas and optic nerves changing the ratio of rods and cones, giving the user the ability to naturally perceive the ultraviolet and infrared spectrum. This process is irreversible, at least with respect to that pair of eyes.