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Bioware

Adrenal Pump  |  Boosted Reflexes  |  Cerebral Booster  |  Chemical Gland  |  Damage Compensator  |  Digestive Expansion | Elastic Joints | Extended Volume | Hearing Enhancement | Limbic Annulment | Manamussel | Metabolic Arrester | Mimic | Mnemonic Enhancer | Muscle Augmentation | Muscle Toner | Nephritic Screen | Optical Magnification | Orthoskin | Orthoskin Modification: Dragon Hide | Orthoskin Modification: Electroshock | Orthoskin Modification: Weathermod | Pain Editor | Pathogenic Defense | Platelet Factories | Reaction Enhancer | Reflex Recorder | Skin Pocket | Sleep Regulator | Suprathyroid Gland | Symbiotes | Synaptic Accelerator | Synthacardium | Tactile Sensitivity | Tailored Pheromones | Thermosense Organs | Toxin Extractor | Trauma Damper |

Item Name Tech Max-L Description
Adrenal Pump 37.5 2 Gives the following dice pool bonuses per level: +1 Dexterity, +1 Strength, +1 Resolve.  Reduces the AP cost of your next action by 1 AP.  The effect lasts for one action.  The user suffers damage equal to the number of AP spent using this device and must make a Death Save each action. This may continue to be used on consecutive actions but once the effect is allowed to expire treat this ability as an Encounter power.  Note the AP and damage effects do not change with higher level Adrenal Pumps.  AP reductions are not cumulative with anything else.
Boosted Reflexes 33 3 Electrochemical treatments to speed up nervous system responses.  This gives the character a +3 bonus to his Initiative calculation per level.
Cerebral Booster 60 na Additional nerve tissue grafted to the brain.  Increases the user’s Intelligence by 1.
Chemical Gland 37.5 na An artificial gland that manufactures a chemical is implanted in the body.  It can be released as an exhaled spray, in the saliva, through the bite, or secreted into an internal weapon (choose at implantation).  It takes 24 hours to manufacture one dose.  NOTE: the character is not automatically immune to the chemical but will not be exposed by releasing it unless outside circumstances intervene.  The character receives +4 to his save versus the chemical due to constant low-level exposure.
Damage Compensator 75 4 The first level subtracts 5% from your Light Wound Death Save modifier.  Each successive level subtracts 5% from the next wound category.
Digestive Expansion 22.5 na This procedure toughens the stomach lining and modifies it to produce more enzymes.  The effect is to allow the user to eat virtually anything organic as food (if he can swallow it).  In addition, the user’s resistance to ingested poisons is doubled.  Finally, lifestyle costs are lowered 10% due to changed eating habits (this will automatically calculate). This modification cannot be combined with Ingested Toxin Filters.
Elastic Joints 33 na This modification increases the elasticity of the joints.  He may attempt to escape professional restraining devises (handcuffs, straight jackets, etc.) and receives a +3 bonus when escaping hand tied ropes. If the character has the Escape Artist feat the bonus doubles.  In addition, as an Encounter feat the character has a 3/6 chance of automatically escaping whenever he is successfully grappled(for 0 AP).
Extended Volume 10.5 3 Increases the efficiency with which the user breathes.  The user can hold his/her breath 60 additional seconds per level.  In addition, the user receives a +2 bonus per level (10% w/o check) on any Body or Resolve saves dealing with stamina.
Hearing Enhancement 22.5 na By replacing the eardrum with a high performance organic membrane the character can hear both infrasonic and ultrasonic bandwidths.  Ultrasonic equipment can be heard.  In addition, the character is more perceptive aurally.  Treat sounds as one category louder when determining if the character can hear them.  Audio attacks are 20% more effective against the character.  This is incompatible with Cyberears.
Limbic Annulment 60 na This modification changes the chemicals excreted by the limbic system in the brain.  The effect is to reduce the character's ability to remember negative emotions.  It does not prevent feeling them but they are "seen behind a wall of glass" as soon as the emotion ceases.  This makes it hard to hold a grudge and increases the character's ability to resist emotional pressure.  Add +1 to the character's Resolve.
Manamussel 57 na An artificially created, symbiotic organism is implanted.  It grows along muscle fibers and is usually implanted in the forearm or hand.  When an astral disturbance passes through it, it glows and trembles.  This can provide warning of astral prescences or spell effects.  Make an Awareness: Intuition (0) check to notice a spell affecting your body.  With illusions, this may trigger an addtional save.
Metabolic Arrester 45 na A regulating gland grown on top of the thyroid which supersedes the thyroid’s metabolic functions in cases of massive trauma.  The effect is to drastically reduce blood pressure and heart rate during conditions of massive trauma.  Add +5 to the character's Body when determining blood loss damage times.
Mimic 37.5 na The character has had muscles implanted that can alter his facial and vocal characteristics.  Daily, the character receives * on a successful Entertainment: Disguise check.  If he already has the Master of Disguise feat his bonus improves to **.  This power also reduces the base time required to disguise oneself by 1/2 and allows the character to alter his voice slightly.
Mnemonic Enhancer 67.5 na Additional grey matter grafted to the brain which increases both short and long term memory.  Adds its +2 to any memory related Intelligence saves and +1 Mod to Knowledge: Corporate, Knowledge: Foreign, Knowledge: Government, Knowledge: History, Knowledge: Law, Knowledge: Military, Knowledge: Security, Knowledge: Sports, and/or Knowledge: Streets if he already has a level in these skills.  This bonus does not apply to Skillsofts. 
Muscle Augmentation 60 na Vat grown muscle fibers are interwoven with the natural ones adding +1 to the user’s Strength.  This is not compatible with strength increases from cyberlimbs.
Muscle Toner 60 na Vat grown muscle fibers are interwoven with the natural ones adding +1 to the user’s Dexterity.  This is not compatible with strength increases from cyberlimbs.
Nephritic Screen 7.5 na Rebuilds the kidney to increase its ability to police the body of wastes.  Adds +2 to the character’s Body or Resolve save when resisting pathogens.
Optical Magnification 7.5 na Replacement lenses in both your eyes which can be adjusted to a very long focal length.  Enhances viewed images by 5x.  When making aimed shots, increase the weapon’s range categories by 20%.  You cannot have this modification in any Cybereye.
Orthoskin 30 4 Calcium deposits weave themselves throughout the user's skin.   Each level adds 2 to your wound threshold (Light for 1st level, Moderate for 2nd, etc.).  Not compatible with Dermal Armor or Dermal Sheathing.
Orthoskin Modification: Dragon Hide 22.5 na Flame retardent polymers and heat conducting fibers are added to the calcium deposits.  The user becomes 20% resistant to fire.  Pre-requisite: Orthoskin
Orthoskin Modification: Electroshock 37.5 na Electroplaques from electric eels are woven into the implant.  When the user moves, a static charge is built up just below his skin.    If discharged on an attack that penetrates, the victim suffers the effect of a Defiance Protector taser.  It takes 1 day to build enough charge to be used again.  Pre-requisite: Orthoskin
Orthoskin Modification: Weathermod 15 na Insulating fibers inrease the body's ability to regulate temperature, water loss, etc.  Reduce the effect of hostile weather by 1/2.  Pre-requisite: Orthoskin
Pain Editor 37.5 na This is a nerve lock out which can be activated at will.  When active, the character is completely unaware of physical sensation.  It takes one complete action to activate and 60 AP to deactivate.  When active the character should not know how much damage they have taken (unless he has a Biomonitor and Display Link).  The GM should keep track of it.  While active, the character does not fall unconscious from a failed Death Save.  He simply makes his True Death Save if he fails his first Death Save.  An adept’s Pain Resistance powers fail to function while this item is active.
Pathogenic Defense 7.5 na This spleen enhancement allows it to create more and better leukocytes (white blood cells).  Adds +4 to the character's saves when resisting disease, allergens, and microbiologicals and doubles their onset time.  Does not affect chemical compounds.
Platelet Factories 22.5 na Special organ that increases the ability of blood to coagulate.  Adds a +10% bonus to any Death Save roll caused by blood loss.
Reaction Enhancer 10.5 2 Replacing your spinal nerves with super-conducting material provides a +1 bonus per level to your Initiative calculation.
Reflex Recorder 22.5 na Extra memory clusters are grown around the 31 pairs of spinal nerves.  The effect is to give the character “instant” learned reflexes which allows the character to add +2 to one skill die roll as an Encounter power.  This may be activated after the roll.  It can be added to a buff die.  Note this bonus does not apply to skillsofts.
Skin Pocket 21 4 A concealed flap of skin covers a small pocket capable of carrying a tiny pistol or other small item.  Usually it is placed on the torso or thigh.  Access is difficult but the item cannot be found without a pat down.  Even then, you receive an Intelligence Save against its being located.  Additional levels indicate more pockets.
Sleep Regulator 45 na Modification to the hypothalamus (which controls your body rhythms) so the character needs less sleep.  Each hour of sleep counts double for purposes of restoration.  A character with this modification can go up to 48 hours without sleep without any modifiers.  Mages and adepts gain 1 additional mana per hour of rest.
Suprathyroid Gland 60 na Regulating gland atop the thyroid optimizes catabolism (starch breakdown) and anabolism (chemical conversion of substances).  Characters become more efficient at producing and utilizing energy.  This modification increases the character's Body and Initiative calculation by 1.  Body temperature is raised making the character highly noticeable in the thermographic spectrum (* bonus to notice him).  Having this modification increases a character’s lifestyle costs by 10% due to greatly increased food intake.
Symbiotes 22.5 na Tiny microorganisms that rush nutrients to wounded tissue.  The character heals faster.  The effect is to allow him to roll d10's when healing rather than d8's.  Having this modification increases a character’s lifestyle costs by 5% per level due to greatly increased food intake (this will automatically be added to your lifestyle cost).
Synaptic Accelerator 22.5 3 Encourages the neural cells in the spinal cord and main nerve trunks to replicate and lengthen, decreasing the time required to send motor signals to the muscles.  Adds +2 per level to the character’s initiative calculation.
Synthacardium 45 2 Extra strong heart which grants the character a Daily feat to reroll his Body or Strength die once (per level).  In addition, add its level to any Death Save rolls.
Tactile Sensitivity 33 na The sense of touch is increased by tripling the number of nerve endings in the fingertips.  Adds +1 to the Knowledge: Pick Pocket skill.
Tailored Pheromones 60 na Nearly unnoticeable soothing scent is constantly released.  Increases the user's Charm by 1 point.
Thermosense Organs 45 na Allows a character to sense body heat within 10 meters of him; farther with hotter sources.  Note this does not allow the character to see heat.  The effect is more like radar.  Because this is not a visual sense, invisibility will not affect it.  Relying on this sense applies a -2A target modifier to your actions.
Toxin Extractor 7.5 na Increases the function of the liver by 50%.  It is virtually impossible to become intoxicated.  Adds +4 to any Body saves versus toxins.
Trauma Damper 45 - Releases endorphins and encephalons to counteract the effects of damage.  As an adventure feat the character remains conscious after a single failed death save.  Note that blood loss still occurs.

Copyright 2024 James Watson