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Bioware is not as easy to install as cyberware. Cybernetics are quickly hooked into the host's CNS and can be anchored quickly to the body. Bioware implants need time to heal, but their advantage over cyberware, is that they are harder to detect and they heal. A broken cyberhand remains broken, a flesh and blood hand will recover.
Eyes and ears require
Limbs require
Patients will not be able to use their transplants until all the damage has healed. This means they cannot see, hear or walk depending on what was replaced. Most clinics provide a reduced rate for recovery, unless the person has had heavy surgery.
O-type parts are grown in special vats. They are not cloned from the buyer, but from genetic stock that has very low rejection rates.
Generic ($1,200; IL 0)
Standard O type replacement arm.
Power Arm ($1,500; IL D2)
+1 STR per level in that arm (max level two).
Agile Arm ($2,000; IL D2)
+1 REF per level in that limb only (max is +2).
Dextrous Hand ($1,000; IL 1)
+1 DEX in that hand per level (max is +2)
Generic ($1,200; IL 0)
Standard O type replacement leg.
Power Leg ($1,500; IL D2)
Level 1 adds +1 STR. Level 2 gives +2 STR and +1 MOV if both legs replaced.
Agile Leg ($2,500; IL D2)
Level 1 adds +1 REF to that leg. Level 2 adds +2 REF and +1 MOV if both
legs have been done.
Generic 20/20 $600 ; IL 0
Standard O type eye with 20/20 vision. Has the potiental for two extra options.
More advanced eyes cost $150 per extra option (to a maximum of five options).
Super Sense $200 ; IL ½
Add +1 perception to all visual tests.
Light Amp $300 ; IL½
See in poor light; Up to 50m with street lights, or 4m in near total darkness.
Polarisation $350 ; IL ½
Not blinded on an END save. If blinded, recovery time is halved.
Telescopic $300+ ; IL 1
See x2 per level, each level costing $100. Add x1 per level, to a maximum
of x10 (level 8).
For any of the hearing mods to function fully, both inner ears should be replaced. An "ear" replaces the inner and outer ear. Just the inner ear costs $400.
Generic $600; IL 0
Basic O type ear with normal hearing.
Acute Hearing $300; IL½
+1 to all audio perception tests.
Level Dampen $300; IL ½
END save prevents deafness. Halve recovery time if temporarily deafened.
Good Balance $400; IL 1
Make an END save to avoid becoming dizzy. +2 to resist space sickness and
+1 to acrobatics.
Sonic Range $400 ; IL 1
Hear sub/supersonic sounds (as dog). Add +1 audio perception in some instances.