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Bioware

Bioware is subtler, more holistic, and less invasive than cyberware, at the cost of being substantially pricier. Instead of replacing body parts with machines, bioware augments the body’s own functions and integrates transplanted organs that function as natural features. The application of biotechnology is a tricky business, as the fine balance of homeostasis between the body’s organic systems must be maintained. In the last decade, bionics and bio-engineering techniques have taken bioware from cutting edge to commonplace. Bioware is more expensive monetarily, costs less Essence, and is much harder to spot. Also—and we’d like to think this goes without saying— bioware has no wireless capability at all

Bioware
Basic Bioware Essence Avail Cost
Adrenaline Pump (Rating 1-3) Rating x 0.75 (Rating x 6)F Rating x 55,000
Bone Density Augmentation (Rating 1-4) Rating x 0.3 Rating x 4 Rating x 5,000
Cat's Eye 0.1 4 4,000
Enhanced Articulation 0.3 12 24,000
Muscle Augmentation (Rating 1-4) Rating x 0.2 (Rating x 5)R Rating x 31,000
Muscle Toner (Rating 1-4) Rating x 0.2 (Rating x 5)R Rating x 32,000
Orthoskin (Rating 1-4) Rating x 0.25 (Rating x 4)R Rating x 6,000
Pathogenic Defense (Rating 1-6) Rating x 0.1 Rating x 2 Rating x 4,500
Platelet Factories 0.2 12 17,000
Skin Pocket 0.1 4 12,000
Suprathyroid Gland 0.7 20R 140,000
Symbiotes (Rating 1-4) Rating x 0.2 Rating x 5 Rating x 3,500
Synthacardium (Rating 1-3) Rating x 0.1 Rating x 4 Rating x 30,000
Tailored Pheromones (Rating 1-3) Rating x 0.2 (Rating x 4)R Rating x 31,000
Toxin Extractor (Rating 1-6) Rating x 0.2 Rating x 3 Rating x 4,800
Tracheal Filter (Rating 1-6) Rating x 0.1 Rating x 3 Rating x 4,500

Adrenaline Pump

This enhanced gland is implanted in the lower abdomen, connected to both supradrenal glands. When dormant, the pump is merely a reservoir for adrenaline. When activated, a small muscular sac contracts, sending a surge of concentrated adrenaline into the blood stream. Physical and emotional stress can force your pump to activate if you fail a Composure Test (p. 152); otherwise you can trigger it as a Free Action.

While the pump is active, you ignore injury modifiers and don’t fall unconscious, even if your Stun Condition Monitor is filled. You can’t rest, but the adrenaline pump’s Rating is added to your Strength, Agility, Reaction, and Willpower attributes. The pump works for Rating x 1D6 Combat Turns (the pump can’t be switched off early). When time’s up, you crash and take Stun damage equal to the number of Combat Turns the pump was active (use your natural Body + Willpower to resist the damage).

After the effects end, your attribute values return to normal and you stop ignoring injury modifiers or unconsciousness from Stun damage. After use, the pump requires 1 hour to regenerate its supply. During that time, it cannot be activated.

Bone Density Augmentation

The molecular structure of your bones is altered to increase density and tensile strength. Ligaments are strengthened, and the increased bone density increases your weight a bit. Your Body attribute is increased by the bone density Rating for the purpose of damage resistance tests. You also deal Physical damage in unarmed combat, based on the Rating of the augmentation (see the Bone Density Augmentation table). Bone density augmentation is incompatible with other augmentations to the bones, including bone lacing cyberware.

Bone Density Unarmed Attacks
Rating Reach Damage AP
1 - (STR)P -
2 - (STR + 1)P -
3 - (STR + 2)P -
4 - (STR + 3)P -

Cat’s Eyes

These transgenic vat-grown implants are very literally cats’ eyes with a modified DNA profile and occipital connecting structures. The structure of cat’s eyes amplifies light and enhances night vision, providing lowlight vision. Cat’s eyes are slit and reflective, just like, well, a cat’s. This bioware is obviously not compatible with cyberware eye enhancements or replacements.

Enhanced Articulation

A number of procedures like joint-surface coating, re-lubrication, and tendon and ligament augmentation lead to more fluid muscle and joint action. Enhanced articulation provides you with a +1 dice pool modifier to your Escape Artist skill and a +1 increase to your Physical limit (cumulative with other limit modifiers).

Muscle Augmentation

This biological weaving treatment enhances existing muscle tissue, rather than replacing it with vat-grown muscles. Specially grown muscle cables are woven into existing muscle fibers, enhancing muscle mass and brute strength while providing a bulkier look. Muscle augmentation adds its rating to your Strength. This bioware is incompatible with augmentations that increase Strength, including the muscle replacements cyberware.

Muscle Toner

This treatment increases muscle fiber elasticity in existing muscle tension, resulting in increased muscle tension and flexibility while providing a smooth and ropy physique. Muscle toner adds its rating to your Agility. This bioware is incompatible with augmentations that increase Agility, including the muscle replacements cyberware.

Orthoskin

A web of biofibers in the skin provides the equivalent of personal armor while being virtually indistinguishable from natural skin. Orthoskin adds its Rating to your Armor Rating, and is cumulative with other Armor. Orthoskin cannot be combined with skin augmentations that give you Armor, including dermal plating.

Pathogenic Defense

This enhanced spleen can produce more effective and aggressive white blood cells for combating pathogens. Pathogenic defense adds its Rating to Disease Resistance Tests.

Platelet Factories

Platelet factories increase your body’s ability to handle Physical damage by accelerating the production of platelets within bone marrow and their concentration in the blood, which helps stop bleeding faster. Any time you would take 2 or more boxes of damage to your Physical Condition Monitor, reduce the damage by one box.

Skin Pocket

This skin flap can be located anywhere on your body. A nerveless “sheath” of flesh concealed by the flap is perfect for hiding a small object—it’s the bioware version of a smuggling compartment (p. 455). The skin pocket has a Concealability of –10. It takes a Complex Action to add or remove an item from a skin pocket.

Suprathyroid Gland

Placed on top of your existing thyroid gland, the suprathyroid gland supersedes the metabolic functions of your thyroid. The enhanced metabolism produces more energy, supercharging you. While you’re supercharged, you might want to supersize—to fuel your optimized metabolism, you’ll need to eat twice as much as normal. You get a +1 to your Agility, Body, Reaction, and Strength, along with a 25 percent boost in lifestyle costs. And you might get a bit hyperactive.

Symbiotes

Tailored micro-organisms in your bloodstream greatly enhance your healing. Add the Rating of the symbiotes as a dice pool modifier on healing tests (Physical and Stun). However, the symbiotes have unusual dietary requirements that must be met to keep them alive. You need to pay (Rating x 200) nuyen per month for special symbiote food, although if you have a High Lifestyle or better it’s covered.

Synthacardium

Artificially enhanced myocardium allows cardiovascular functions to be performed more efficiently, enabling the heart to keep the blood better oxygenated. The synthacardium adds its Rating as a dice pool bonus to your tests using skills in the Athletics skill group.

Tailored Pheromones

These pheromones are specially tailored to subtly influence others and can be released at will. Tailored pheromones add their Rating as a dice pool modifier to your skill tests for skills in the Acting and Influence skill groups, but only when the person you’re using them on is within a comfortable conversation range—if they can’t smell you, the pheromones don’t work. Tailored pheromones also work on you to make you feel better about yourself; increase your Social limit by the Rating. Tailored pheromones have no effect on magical abilities and tests.

Toxin Extractor

A specially cultivated cluster of cells in your liver improves its filtering capabilities. The toxin extractor adds its Rating as a dice pool modifier to all your Toxin Resistance Tests (Toxins, Drugs, and BTLs, p. 408). Tracheal Filter: Implanted at the top of your trachea, this organ can absorb airborne impurities and keep them from reaching your lungs. The filter adds its Rating as a dice pool modifier to Toxin Resistance Tests versus inhalation vector toxins (Toxins, Drugs, and BTLs, p. 408).

Cultured Bioware

Cultured bioware must be tailor-made for the body in which it will eventually find a home. This means it is more expensive and takes longer to acquire than the off-the-shelf kind.
Bioware
Cultured Bioware Essence Avail Cost
Cerebral Booster (Rating 1-3) Rating x 0.2 Rating x 6 Rating x 31,500
Damage Compensators (Rating 1-12) Rating x 0.1 (Rating x 3)F Rating x 2,000
Mnemonic Enhancer (Rating 1-3) Rating x 0.1 Rating x 5 Rating x 9,000
Pain Editor 0.3 18F 48,000
Reflex Recorder (Skill) 0.1 10 14,000
Sleep Regulator 0.1 6 12,000
Synaptic Booster (Rating 1-3) Rating x 0.5 (Rating x 6)R Rating x 95,000

Cerebral Booster

The convolutions and gyri of your cerebrum are augmented and amplified with additional nervous tissue, improving overall brain function. Your cerebral booster increases your Logic attribute by its Rating.

Damage Compensator

Damage compensators are essentially cut-offs stored in the nervous pathways that report pain from the body back to your brain. You ignore a number of damage boxes (your choice of Physical, Stun, or a combination of the two) equal to the compensator’s Rating before determining your injury modifiers.

Mnemonic Enhancer

This highly concentrated growth of grey matter gets attached to the brain’s memory centers, improving both short- and long-term memory. Add the enhancer’s Rating as a dice pool bonus to your Knowledge, Language, and memory-related tests as well as to your Mental limit.

Pain Editor

This cluster of specialized nervous tissue is designed to filter sensory stimuli. If the pain editor is active, this allows you to ignore all injury modifiers, and you even stay conscious when your Stun Condition Monitor is completely full. You feel no pain—you’re blissfully, dangerously, recklessly unaware of the extent of damage you’ve taken without either performing a self-examination (Observe In Detail action) or being informed by a biomonitor (p. 450). While active, the pain editor increases your Willpower by 1 and decreases your Intuition by 1. Additionally, all tactile Perception Tests you make receive a dice pool modifier of –4.

Reflex Recorder

The first step in this particular recipe is growing some extra neural material in a small cluster. When that’s fully cooked, you drop it in the skull and attach it to the nerves for motor reflexes. Then boom, you’ve got a metahuman with better muscle memory. The reflex recorder adds 1 to the Rating of a specific skill linked to a Physical attribute. Multiple recorders may be taken for multiple skills, but you can’t implant two reflex recorders for the same skill. Reflex recorder bioware is incompatible with skillwires cyberware.

Sleep Regulator

The sleep regulator is a modification to the hypothalamus, allowing for longer periods of wakefulness, an incredibly useful advantage for anyone with any profession, not just shadowrunners. You need less sleep per day and the sleep you get is deep and restful (and harder to wake you up from). The sleep regulator lets you get by with three hours of sleep each night and stay awake for twice as long as normal before having to resist sleep deprivation fatigue (p. 172). Resting hours for healing purposes are not affected.

Synaptic Booster

The nerve cells making up the spinal cord are both broadened and replicated with this bioware, allowing for more neural bandwidth. The result is a much faster reaction time. The booster confers a bonus of +1 Reaction (and accompanying adjustment to Initiative and Physical limit) and +1D6 Initiative Die per point of Rating. The synaptic booster cannot be combined with any other form of Reaction or Initiative enhancement.