Bioware
For all Biogenetic Edges, to pay straight credits with no edge. Double the cost for purchase. If
you pay with credits expect your implants to be chipped, and if you pay with Uni's add a
percentage tax/upcharge.
Strain is the amount of stress the implant puts on the character’s system. Max is the number of
times it may be taken (U means unlimited). Cost is the usual street price of the ’ware.
TYPE Strain COST
(MAX)
Amphibious: The recipient is fitted with gills and collapsible webbing 2 (1) 1000c
between his fingers and toes. He cannot drown in oxygenated liquid
(most water) and moves his full Pace when swimming.
Attractive: Chrome or sculpted features are designed to please. The 2 (2) 1000c
character gains a +1 bonus to Persuasion rolls. May be purchased a
second time to increase the bonus to +2. The maximum bonus from this
implant, the Attractive/Very Attractive Edge, or the Skill Bonus implant is
+2, but they stack until that point.
Attribute Increase: This implant increases an attribute one die type. 2 (U) 2000c
Each step above the character’s maximum costs an additional 2 Strain.
Comms: An integrated communications suite that can connect to other - (1) 1500c
comm devices within 20 miles.
Cosmetic Upgrades: These implants include colored skin, metallic 1 (U) 500c
hair, or other superficial alterations that show off the user’s wealth and
style but have no specific game function.
Data Jack: A cable, rod, or extension allows hackers to directly connect 1 (1) 2500c
to most electronic devices common to their world. Connection is a
limited free action, and grants a reroll to any failed Electronics or
Hacking roll.
Detachable Eye: The cyborg’s eye (including any installed vision 1 (1) 2500c
enhancements) may be removed from its socket as a limited free action
and set down or thrown. The character can see, hear, and record up to
10 hours of footage through the eye up to one mile away.
Enhanced Hearing: The ’borg’s ears can pick up whispers up to 200 1 (1) 2500c
yards distant (+2 to hearing-based Notice rolls when rolled as an
action).
Enhanced Vision: 50× magnification and light-enhancing optics negate 1 (1) 3000c
up to 4 points of Illumination penalties and add +2 to sight-based Notice
TYPE Strain COST
(MAX)
totals when rolled as an action.
Extra Limbs: The character gains an additional set of arms (including a 2 (2) 1350c
second primary hand). The limbs may be used for sustained actions
such as holding a flashlight or grappling a foe, leaving other limbs free
for other things. They can also wield two different two-handed weapons,
add +1 point of Gang Up bonus if the limbs are used in melee, and add
+1 to Athletics rolls (such as climbing and grappling).
Face Changer: The muscles, bones, and vocal cords in the character’s 3 (1) 4500c
face and throat have been replaced with a morphable, synthetic
substance that allows her to alter her facial features. The implant may
be used to duplicate a specific person’s face and speech (assuming
they’re of the same relative size) if a picture (and audio to duplicate
their voice) is available. Each change takes one minute and requires a
Smarts roll if mimicking someone specific.
Hidden Compartment: The character has a concealed internal space 1 (U) 600c
that can hold up to two pounds of objects. Finding it requires close
examination and a Notice roll at –4.
Mule: The character’s skeleton has been strengthened. He treats his 1 (1) 1500c
Strength as one die type higher when determining Encumbrance and
Minimum Strength to use gear without a penalty. This stacks with
Edges like Brawny and Soldier.
Replacement Limb: A prosthetic equivalent which replaces a lost arm 1 (U) 800c
or leg. The device has no extra features, but another cyberware
enhancement (up to 1 Strain in cost) may be installed for the additional
price without actually incurring additional Strain. This can counteract a
Permanent Arm or Leg Injury.
Replacement Limb, Cloned: Cloned limbs replace those lost to injury - (U) 1800c
or a cybernetic surgery gone wrong. A cloned replacement is vat-grown
and more expensive than an electronic substitute but causes no Strain.
Replacement Organs: These cybernetic internals replace or reinforce 1 (U) 1500c
organs damaged by trauma or medical conditions. This automatically
fixes any Permanent Injury or Hindrance such as One Eye, One Arm,
etc.
Scanner: This implant senses the composition of known matter or 1 (1) 1500c
energy up to 50 yards distant. The target does not have to be visible,
though certain types of matter or energy may interfere (GM’s call).
Size: A full conversion of bone, body, and limbs increases the 1 (3) 2000c
character’s Size (and therefore Toughness) by +1. This implant can’t
increase the character’s Size above +3.
TYPE Strain COST
(MAX)
Skill Bonus: This represents a host of various devices that add a 1 (U) 2000c
bonus of +1 to any one skill. A targeting eye, for example, might add a
bonus to Shooting. If purchased twice, the bonus increases to +2. The
’borg may have any number of these implants, but they may never add
more than +2 to any one skill.
Skill Chip: A skill chip is implanted in the user’s head and grants a d6 2 (1) 4500c
in any one skill. Different skills may be purchased as separate chips
and swapped out as an action. Chips are the size of thick postage
stamps and are easily hidden beneath hair or skin patches.
Adrenal Surge: The character’s adrenal gland has been surgically 2 (1) 1500c
augmented. He receives +2 to recover from being Shaken or Stunned.
This stacks with Edges like Combat Reflexes.
Autodoc: Nanobots or powerful stimulants grant the cyborg a natural 2 (1) 3000c
healing roll once per day. The system also removes all penalties on
rolls to resist Bleeding Out.
EMP Shielding: The character’s cyberware is protected from - (1) 2000c
electromagnetic attacks by specialty alloys, graphene weaves, fast
reboots, or other technology. He ignores 2 points of the –4 operating
and Repair penalty when resetting after an EMP attack (see EMPs on
page 44).
Hardened Senses: Anti-flash screens, volume protection, and neural 1 (1) 1500c
sensation editors add +4 to Vigor rolls made to recover from being
Stunned.
Hardy: A second Shaken result in combat does not result in a Wound. 2 (1) 2000c
Armor: Subdermal plates or fibers beneath the character’s skin grant 1 (3) 2000c
+2 Armor all over the character’s body. This counts as natural armor
and stacks with worn armor, up to a total maximum of +10.
Pain Editor: The ’borg ignores 1 point of penalties from Fatigue or 2 (3) 1500c
Wounds each time this implant is taken.
Redundant Organs: The cyborg has multiple systems that can take 1 (1) 2000c
over or regulate damage to an organ or blood loss. Called Shots to the
vitals or head deal no additional damage.
Threat Analyzer: Micro sensors and enhanced neural sequencers 2 (1) 1500c
grant the character the Danger Sense Edge.
Toughness: Reinforced muscle and bone weaves increase body 1 (3) 2000c
density. The cyborg’s Toughness increases by +1 each time this Mod is
taken.
Toxin Filters: Microfiber screens in the ears, nose, throat, and lungs 1 (1) 1500c
remove airborne toxins and increase oxygen intake. The hero adds +4
TYPE Strain COST
(MAX)
to rolls made to resist the effects of airborne disease, poison (including
deadly gases), and thin or hazardous atmospheres.
Additional Action: Augmented neural pathways, optimized nerves, or 5 (1) 3000c
heightened adrenaline allow the character to ignore 2 points of Multi-
Action penalties per turn.
Claws: Blades or claws deal Str+d4 damage. If purchased a second 2 (2) 1500c
time the damage increases to Str+d6, AP 2. Claws may be extended or
retracted as a limited free action.
Combat Edge: This implant grants the character a Combat Edge of her 2 (U) 1500c x
Rank or lower, ignoring any Requirements except those of other Edges. Rank
Edge benefits don’t stack with the same Edge, acquired naturally or
artificially.
Hardpoint: The character has an expandable support harness or 2 (1) 3000c x
mount for vehicular weapons with a Mod value of 1 or less. Minimum Weapon
Size still applies. The installed weapon may be switched out with an
hour and a successful Repair roll—no surgery is required.
Integrated Gear: Up to ten pounds of carried gear may be built into the 1 (U) 1500c
cyborg’s body, with the Game Master’s permission. Integrated gear
can’t be dropped or disarmed, but is inoperable while the character is
Bound. Weapons may be integrated as gear, and extended or retracted
as a limited free action.
Power Punch: This arm enhancement strikes with enhanced speed 2 (1) 1500c
and strength, adding +4 damage to unarmed attacks, or any melee or
natural weapon (such as claws). If the target takes Wounds and is the
same or smaller Size as the attacker, they’re also knocked back 1d6"
and fall prone unless they make an Athletics roll at –2.
Reach: The cyborg’s limbs are extendable, and have an extra 1" (2 1 (3) 1500c
yards) of Reach each time this implant is installed.
Targeting System: The hero has an integrated targeting and tracking 1 (1) 2000c
system that reduces 2 points of direct-fire Shooting penalties from
Called Shots, Cover, Range, Scale, or Speed. The system works with
all attached or carried direct-fire ranged weapons. It doesn’t aid in the
firing of guided weapons.
Leaper: The hero can jump 8" (16 yards) horizontally or 4" (8 yards) 2 (1) 3000c
vertically. This adds +2 damage when making a Wild Attack when
coupled with a leap.
Leg Enhancement: Hydraulic sprinting, extendable skates, or knee 2 (U) 3000c
servos increase the character’s Pace by +2 and his running die one die
type.
TYPE Strain COST
(MAX)
Wall Walker: Anti-grav pads, micro hooks, suction cups, or matter 2 (1) 2500c
transmuters allow the cyborg to move on horizontal surfaces at full
Pace, or vertical surfaces at half Pace.