Geneware
The geneware industry can generally be divided into three broad categories: therapeutics, augmentics, and transgenics, classifications that are based on the enhancement provided.
The geneware industry can generally be divided into three broad categories: therapeutics, augmentics, and transgenics, classifications that are based on the enhancement provided.
The time required for genetech augmentations can be broken into three phases. Initially, there needs to be a biological sample of the patient submitted and a plan created to integrate the desired upgrade into the existing genome. Then the actual genetic additions need to be compiled. While this may take anywhere from a few hours to a few weeks, the patient is only involved in submitting the sample.
Next comes one of the various techniques used to transfer and splice the compiled genetic information into the cells and tissues of the patient. This is usually achieved by having hard-coded nanites, custom-designed retroviruses, and other vectors alter the patient’s DNA on a cellular level in the target tissue. Patients spend their time in gene therapy immersed in a nutrient tank, while medical cleanroom protocols prevent any contamination.
This process typically takes about 2 hours per 0.1 point of Essence loss caused by the procedure. The Essence loss caused by a geneware therapy occurs during this stage of the procedure.
The last component is the time required for the new genetic code to set and for the body to integrate the new genetic information. This is the time listed next to each procedure; any benefit from the new geneware will not be available until after this time has passed.
All genetech is permanent. It cannot be removed at a later date, and the Essence loss from gene therapy is permanent. This is still true if a later augmentation or other event renders a genetech augmentation useless - there is no Essence hole remaining to be filled.
Geneware packages that have different variants are treated as separate augmentations; installing one variant does not provide any reduction in Essence loss for the other variants.
The exception to this is geneware that has a rating, like the optimized trauma response, or a basic and enhanced version, such as a fear response dampener. Using the more elaborate version builds on the previously installed geneware, which means the Essence loss is the difference between the existing geneware and the newly installed geneware.
Therapeutic genetics are the original application of genetech and still make up the largest percentage of geneware on the market. Many therapeutic applications correct inherited disabilities and disorders, but others generate resistance to specific toxins, pathogens, or environmental factors.
Other genetech applications classed as therapeutics provide cellular repair, full body regeneration, or an improved trauma response. The most exclusive class of therapeutic genetics reduces biological age, increases lifespan, and can even repair Essence loss.
The most common application of therapeutic genetech is to reduce the risk of developing cancer. Routine screening will detect problematic genes - either inherited or from cell mutation - and tailored treatments can quickly and easily eliminate the risk before a tumor can develop.
Treatment Time:
2 Weeks
Essence:
0.05
Availability:
4
Cost:
¥5,000
Notes: -
Treatments are available for many of the genetic disorders found in metahumanity. Neonatal gene screening is part of standard medical care - if you happen to have a SIN and access to corporate healthcare - with genetic defects treated in utero. Such gene screening and corrections can eliminate cystic fibrosis, muscular dystrophy, sickle-cell anemia, and even food intolerance or color blindness. Of course, all corrective gene therapy treatments can be applied to a patient of any age with equal effectiveness.
Treatment Time:
1 Month
Essence:
0.1
Availability:
4 - 7
Cost:
¥5,000 - ¥90,000
Notes: The cost and availability of corrective gene therapy will vary according to the prevalence of a specific genetic defect, meaning the size of the available customer base is a factor. The most expensive and least available tend to be for the rarest (and in many cases, deadliest) genetic issues.
This is a set of complex genetic therapies that partially reverse the natural aging processes of the body. Leónization resets the genetic mechanism that controls aging, effectively rebooting cell life to its youthful prime. After completing a round of treatment—typically three procedures spaced a month apart, the patient is restored to a physical age of approximately 21.
Treatment Time:
3 Months
Essence:
0.5
Availability:
8 (Legal)
Cost:
¥2,000,000
Notes: Leónization provides the benefits of both physical vigor and an enhanced version of lifespan extension - resetting the age to 21 and naturally aging from that point, regardless of the actual age. Additional applications of this treatment have shown diminishing returns, with each reapplication resetting the biological clock to a progressively later date - 31 on the second application, and 41 on the third.
Less effective than leónization, but far less expensive, the initial therapy session for lifespan extension increases life expectancy by approximately 10 years.
Treatment Time:
2 Months
Essence:
0.2
Availability:
7 (Legal)
Cost:
¥300,000
Notes: The procedure slows down the aging process by eliminating some of the known genetic causes of aging. Each subsequent lifespan extension has half the effect of the previous, expanding the lifespan by up to five years, then around thirty months, and so on.
While leónization restores physical age, this treatment deals with the side effects of aging - often called the “felt age” - without altering the aging process.
Treatment Time:
2 Months
Essence:
0.3
Availability:
6
Cost:
¥250,000
Notes: This improves the quality of life and results in elderly patients with the vigor and robustness of an adolescent. Each application of physical vigor lasts for three to four years, and the effectiveness does not reduce with multiple applications.
Revitalization is an advanced branch of genetic therapy that repairs Essence loss from invasive ’ware, magical attacks, or losses from other causes. While the technique primarily uses genetic manipulation, this requires alchemical preparations and magic rituals to realign the patient’s aura.
The combined scientific and magical process genetically remodels the patient’s DNA to repair damage to the aura and balance to the body’s systems, restoring Essence.
Each treatment takes 1 month, but the actual procedure only requires one full 24 hour day per week for 4 weeks.
While the standard revitalization process does not repair lost Magic or Resonance, there is a rumored treatment known as auric therapy that may restore lost Magic. The version of this process linked to the Society of the Phoenix Arisen is believed to use a traditional revitalization process, heavily augmented with additional magical treatments. The secretive Aleph Society is also rumored to have its own auric therapy, only offered to its members. It is said to be faster and more effective, but the limited information available hints at side effects that create significant changes to the patient’s aura.
The initial treatment is typically the most expensive, as a custom magical ritual needs to be developed for each patient.
Treatment Time:
1 Month
Essence:
-
Availability:
7
Cost:
¥40,000
Notes: Regenerate 0.1 Essence.
The treatment cannot restore Essence from any type of gene therapy or from loss of Essence for implants that remain in place; such implants must be removed before revitalization treatment can be effective.
Additionally, this process cannot expand Essence past 6 or restore reductions to the maximum Magic/Resonance attribute once it has been lowered by Essence loss, even if the lost Essence is restored.
Follow-up treatments take the same amount of time, but the cost is usually a fraction of the initial treatment.
Treatment Time:
1 Month
Essence:
-
Availability:
7
Cost:
¥10,000
Notes: Regenerate 0.1 Essence.
The treatment cannot restore Essence from any type of gene therapy or from loss of Essence for implants that remain in place; such implants must be removed before revitalization treatment can be effective.
Additionally, this process cannot expand Essence past 6 or restore reductions to the maximum Magic/Resonance attribute once it has been lowered by Essence loss, even if the lost Essence is restored.
For most people, the most effective and accessible way to restore Essence is through revitalization. This works well for mundane people and some Awakened people. Awakened people who have lost Essence for whatever reason can also make use of auric therapy. This has been pioneered by the Society of the Phoenix Arisen, who have made real strides in recent years in building up their magical therapies, especially to address their losses due to their antagonistic relationship with the Aleph Society (the Aleph Society apparently has their own techniques, but they do not offer them on a commercial basis).
The Phoenix Society’s treatments are customized for each patient. The therapy restores Essence in the same way as revitalization, and it can also restore lost Magic. One important caveat is that this therapy will not work with a patient that has no Magic remaining - there must be something to rebuild from, even if it’s just a shred.
A non-Awakened person can benefit from Essence restoration, but this will not give them magical ability if they didn’t have any to start with.
Despite the expense of the treatment, it is generally seen as a low-profit business. This is because it’s easy to see when a broken leg has healed or a lesion scabbed over, but it is very hard to see when an aura has been mended or Essence rebuilt. This means it’s hard to measure, and therefore under-valued by possible customers, which in turn drives down the price they’re willing to pay. Indeed, when this treatment is used by large corporations, it tends to be because an influential mage has need of it, and it is less costly for the organization to pay people to make it happen than it is to have a motivated and disgruntled senior mage agitating within.
Like Revitalization, Auric Therapy requires time on-premises. During the recovery, a patient must spend at least 60 hours per week on site, doing nothing more strenuous than answering an occasional phone call. Sleeping counts, so this means about two and a half days on site. If the patient misses a week, they lose the benefit of treatment for that month.
Auric Therapy will restore lost Magic to anyone who has at least 1 Magic remaining. This takes longer and is more difficult the more Magic has been lost. As with Revitalization, Essence loss from augmentation can only be repaired once the augmentation has been removed. This treatment also increases Essence in the same way that Revitalization does. Magic is restored faster than Essence.
Cost (Initial): ¥100,000
Cost (Monthly): ¥20,000
Availability: 5
Notes: Note that this cost applies whether the patient has a Magic attribute or not.
The treatment is legal and technically available to anyone who books an appointment.
In practice there are not many clinics around, mostly due to the fact that auric therapy is an experimental procedure. As such, it may require a favor from a contact or a bribe to move up the extensive wait lists.
This improves as you regain your Essence, so if you’ve lost 3 points of Magic, it will take 2 months to recover your first point, and then 1 month each for the next 2, for a total recovery time of 4 months.
Note that Magic is restored faster than Essence but still follows the normal rules whereby Magic cannot exceed Essence + initiation grade.
This is tested at the end of each period of treatment, so if you have 4.9 Essence, and 4 Magic, you can increase them both in the same month.
Magic Lost / Time to Recover 1 Point of Magic: 4+ / 3 Months
Magic Lost / Time to Recover 1 Point of Magic: 3 / 2 Months
Magic Lost / Time to Recover 1 Point of Magic: 1 or 2 / 1 Month
This specialized regenerative treatment repairs permanent cellular damage caused by neurotoxins, radiation, magic, and other extreme sources.
Treatment Time:
1 Week
Essence:
-
Availability:
4
Cost:
¥20,000
Notes: Each treatment can restore one point of any attribute lost due to disease or severe physical trauma. One point of Essence lost to Energy Drain powers can also be recovered this way.
Cellular repair may be used multiple times to heal multiple points of damage, either of different types or severe damage of a single type. This treatment will not fix attribute loss caused by the loss of body parts, inherited disabilities, or disabilities integral to the subject’s own genetic expression.
This is a whole-body therapy used to restore the body to its full genetic health template. This procedure promotes the complete regrowth of injured organs, crushed bones, severed limbs, and damaged nerves. The treatment doesn’t repair damaged cybernetics or bioware - in fact, when these systems are present, the treatment costs an additional 25% percent for the insertion of specialized nanites to keep the healing body from rejecting the artificial implants.
The use of any full-body gene masking such as masque, reprint, or shuffle will prevent genetic restoration from working correctly.
Treatment Time:
1 Week
Essence:
-
Availability:
3
With Implants: 4
Cost:
¥40,000
With Implants: ¥50,000
Notes: -
This group of genetic modifications increase the body’s reactions to injury and increase its natural healing abilities.
Treatment Time:
Rating x 2 Weeks
Essence:
Rating x 0.05
Availability:
3
Cost:
Rating x ¥15,000
Notes: The basic (rating 1) version duplicates the Quick Healer quality, cutting the time for natural recovery in half. The more complex versions (rating 2–4) provide the basic benefit and add one automatic hit per point of rating to any Healing test for natural recovery, with or without medical assistance.
Any version of optimized trauma response also adds its rating as a dice pool bonus to any first aid, medkit, or magic healing test.
This is a range of genetic modifications providing some immunity to an element of the environment that would normally generate a negative effect. This may be exposure to a toxic chemical compound, the effects of a viral or biological pathogen, a substance or energy that generates an allergic reaction, or simply an extreme environmental condition such as radiation, cold, heat, or low oxygen caused by altitude.
This is a set of genetic modifications that increase the concentration of several proteins used to reduce the body’s ability to recognize and reject foreign material. In effect, this is an adaptation to cyberware, reducing the negative impact of non-biological implants. Adapsin itself is an immunoprotein that limits bio-stress from cybernetics, reducing the inflammatory response. Other specialty proteins coat implants with a biofilm, making the body respond as if they were normal organs, limiting rejection and the immune response.
Treatment Time:
2 Weeks
Essence:
0.1
Availability:
5 (Legal)
Cost:
¥30,000
Notes: Adapsin therapy reduces the Essence cost of implanting cyberware (but not bioware) by 10% percent (round down), but only if you’ve already undergone the adapsin therapy treatment. This reduction is in addition to reduction from grade or other factors; the 10% percent is subtracted after other adjustments are made.
These genetic treatments can reduce or eliminate an individual’s allergic sensitivity. Each treatment is tailored to affect the genes that code for one specific allergy.
Treatment Time:
1 Month
Essence:
0.1
Availability:
4
Cost:
¥25,000
Notes: Allergies are reduced by one step per treatment, with Mild allergies eliminated completely. This augmentation can be taken for both different allergies and for the same allergy multiple times.
No additional Karma cost is required to reduce or eliminate the Allergy negative quality with this method, as Essence loss and nuyen are being traded for Karma.
This treatment cannot be used to treat allergies inherent to a metatype or derived from magical sources such as allergies generated by HMHVV infections.
Adaptation to cold environments modifies the subject’s metabolic processes to maximize internal heat retention and alter the outer layers of skin to protect the body against the effects of extreme cold.
Treatment Time:
2 Months
Essence:
0.1
Availability:
4 (Legal)
Cost:
¥35,000
Notes: This microadaptation prevents the Chilled status and provides a +1 Dice reroll to the Damage Resistance test when resisting cold- or ice-related damage or for cold environment survival and fatigue tests.
The threshold of cold environment survival tests is also decreased by one.
Adaptation to hot environments increases water retention to avoid dehydration and speeds blood flow to increase heat diffusion. Skin layers are transgenically reinforced to protect against high heat and modified sweat glands can even prevent burning.
Treatment Time:
2 Months
Essence:
0.1
Availability:
5 (Legal)
Cost:
¥35,000
Notes: This microadaptation reduced the Burning status by one point and provides a +1 Dice Reroll to the defense test when resisting heat- or fire-related damage or for hot environment survival tests.
The threshold of hot environment survival tests is also decreased by one.
This environmental microadaptation replaces a few metabolic pathways with anaerobic equivalents and provides enhanced versions of hemoglobin and myoglobin in the bloodstream.
Treatment Time:
1 Month
Essence:
0.1
Availability:
4
Cost:
¥15,000
Notes: These allow the subject to survive in a high altitude or other low-oxygen environment for an extended period of time, providing a +1 Dice Reroll to use for high-altitude environment survival tests.
The threshold of these survival tests is also decreased by one. As an additional benefit, this microadaptation allows a character to hold their breath for (Body x 2) minutes with little effort.
General pathogen resistance fortifies the metahuman immune system and is effective against a wide range of infections, including HMHVV.
Treatment Time:
1 Month
Essence:
0.1
Availability:
5
Cost:
¥30,000
Notes: The general pathogen resistance provides a +1 Dice Reroll to be used in any Disease Resistance test.
This version of Pathogen Resistance provides near total immunity to a single specific pathogen.
Treatment Time:
2 Weeks
Essence:
0.1
Availability:
4 (Legal)
Cost:
¥15,000
Notes: Pathogen Resistance (Specific) acts as the critter power Immunity (to pathogens) for that specific infectious agent.
Note that specific pathogen resistance is not available for magically transmitted pathogens, specifically HMHVV type I, II, and III.
The body is made less susceptible to radiation exposure and damage from radioactive sources by reinforcing nucleic acid repair and DNA protection proteins. This genetech is most often used by environmental cleanup technicians and by astronauts who spend a lot of time in small craft with little radiation shielding.
Treatment Time:
3 Months
Essence:
0.1
Availability:
4
Cost:
¥25,000
Notes: This microadaptation provides a +1 Dice Reroll that can be used on a Radiation Resistance test against background radiation or from a direct radiation attack, such as attacks generated by toxic magic.
In addition to the above bonus, the effective power of the background radiation in “hot” environments is also decreased by one.
Like pathogen resistance, this set of genetic treatments has two different applications. The general toxin resistance is effective against a wide range of chemical compounds.
Treatment Time:
1 Month
Essence:
0.1
Availability:
4 (Legal)
Cost:
¥30,000
Notes: Provides a +1 Dice Reroll in any Toxin or Drug Resistance test.
This form of Toxin Resistance provides near total immunity to a specific toxin or drug.
Treatment Time:
2 Weeks
Essence:
0.1
Availability:
4 (Legal)
Cost:
¥15,000
Notes: Acts as the critter power Immunity (to toxins) for that specific chosen chemical compound.
Phenotypic alteration includes changes to the body that stay within the normal - non-SURGEd - metahuman range. Typical uses are to change skin tone or color, add or remove horns or tusks, modify hair, change overall height or build, and other similar physical changes. The limit to what can be altered is left up to the individual gamemaster, but changes outside the range of the base metahuman standards should be considered transgenic infusions, not phenotypic alterations.
A range of minor genetic modifications alter the appearance of physical features. This procedure only alters traits associated with ethnicity or a metatype. Changes such as altering sex or the basic size or shape of the body as well as adding or removing horns or tusks are outside of its scope.
Typical cosmetic alterations include changing skin tone and texture, wrinkle reduction, epicanthic fold removal or addition, eye color (including changes to different parts of the same iris), hair color and texture, baldness elimination or introduction, ear point shape and size, horn shape for trolls, and tusk size for orks and trolls.
Treatment Time:
1 Month
Essence:
-
Availability:
4
Cost:
¥20,000
Notes: -
This takes cosmetic alteration one step further, altering the basic shape, size, and sex of the body. Height can be reduced or increased by as much as 50% percent. The general build can also be altered within the same range, widening or narrowing the hips and shoulders as well as moving a standard human build between wisp thin to stocky and broad.
Visual - as in non-reproductive - sexual expressions can be male, female, or anywhere in between. There is no change to the actual attributes or metatype maximums, and the range of changes fall short of altering the basic metatype appearance.
Treatment Time:
1 Month
Essence:
-
Availability:
5
Cost:
¥35,000
Notes: -
A more invasive gene-therapy than a cosmetic alteration or makeover, this treatment genetically changes the physical features to resemble a particular metatype (or metavariant), without actually granting any of their native advantages or disadvantages.
Treatment Time:
1 Month
Essence:
0.1
Availability:
4
Cost:
¥25,000
Notes: For example, this enables a human ork poseur who really wants to look like an ork to do so, though he gains no low-light vision or increased toughness.
There is also no change to the metatype maximums for Body or Strength.
Finger- or palm-prints can be altered randomly or removed by interfering with the natural process that leads to the development of skin ridges. This yields either smooth or patternless fingers, toes, palms, and feet.
Print scanners will report an error, noting that the subject does not have a usable print pattern.
Treatment Time:
2 Weeks
Essence:
0.1
Availability:
6 (Illegal)
Cost:
¥20,000
Notes: -
DNA masking blocks gene scanners from making a positive ID, or fakes SIN registry information to produce a specific false result. Needless to say, the tech is highly illegal but still in high demand at black clinics catering to the underworld, the shadows, and espionage organizations.
Also known as genewipe, this treatment inserts a tag into the body’s neurotransmitters that triggers accelerated cell death whenever tissue stops receiving that chemical signal. This causes hair and shed skin cells to rapidly decompose after separation from the body.
Treatment Time:
2 Months
Essence:
0.1
Availability:
6 (Illegal)
Cost:
¥35,000
Notes: With this treatment, biological trace evidence left behind decays within five minutes, rendering it useless for genetic profiling or ritual samples.
This treatment changes parts of the non-coding genetic sequence so that a DNA scanner will not produce a positive identification when searching normal genome ID databases.
Treatment Time:
x2 Weeks
Essence:
0.2
Availability:
4 (Illegal)
Cost:
¥28,000
Notes: While most DNA scanners will report a not-found result, scanners with a device rating of 6 or more will recognize the absence of certain marker elements and report that the sample indicates genetic tampering.
Reprinting creates a new genetic profile by altering commonly tested polymorphisms within the genome to create a new and unique genetic fingerprint. After this procedure, only the new pattern will be recognized with a gene scan.
Treatment Time:
1 Month
Essence:
0.1
Availability:
5 (Illegal)
Cost:
¥23,000
Notes: There is no way to identify the original genetic pattern, even with full genome sequencing.
This process conceals the amount and types of geneware that a subject has. The altered genetic codes can be blended into the original gene structures, concealing their true nature. This requires an extensive analysis of the patient’s genome to set up the best places to conceal the modifications.
Treatment Time:
2 Weeks
Essence:
0.2
Availability:
4 (Illegal)
Cost:
¥18,000
Notes: This adjustment raises the threshold for identifying the existence of genetic modifications by 1 and the threshold for identifying exactly what modifications are present by 2.
This is a broad set of genetic modification procedures based on the genetic profile of individuals with exceptional attributes and talents. By tweaking the genes responsible for the development of a given attribute, the physical and mental potential of an individual is increased.
Treatment Time:
2 Months
Essence:
0.2
Availability:
7 (Legal)
Cost:
¥45,000
Notes: Each time genetic optimization is used, either the metatype maximum of one chosen Physical or Mental attribute is raised by one point.
Each attribute’s metatype maximum or each skill’s maximum rating can only be increased once.
This is a broad set of genetic modification procedures based on the genetic profile of individuals with exceptional attributes and talents. By tweaking the genes responsible for the development of a given attribute, the physical and mental potential of an individual is increased. The same techniques can be applied to increase the maximum potential for specific skill sets.
Treatment Time:
3 Months
Essence:
0.3
Availability:
7 (Legal)
Cost:
¥60,000
Notes: Each time genetic optimization is used, the maximum rating that can be obtained in a skill is increased by one point.
Any number of different attributes or skills can be chosen with different applications. This procedure only increases the potential maximum - it does not raise the attribute or skill.
This genetic modification is fully compatible with and stacks with both the Aptitude (Skill) quality and the Exceptional (Attribute) quality.
Like genetic optimization, the following sets of genotype enhancements represent extremely rare gene mutations granting traits that are significantly different from the standard metahuman, yet still within the realm of possible metahuman genetic expression.
By altering a few neural clusters associated with social dominance and pack behavior, the alpha factor genotype enhancement increases self-confidence and assertiveness and reinforces extrovert personality traits.
Treatment Time:
2 Months
Essence:
0.2
Availability:
6 (Illegal)
Cost:
¥45,000
Notes: The effect of these neurological modifications to the personality is a +1 increase to the Charisma attribute.
This genotype enhancement also results in some complications for Awakened individuals, creating additional interference with the natural flow of mana and causing a -1 Dice Pool Modifier to all tests that include Magic.
While the Alpha Factor responsible for magic use has proven to be elusive, isolating genes that make some metahumans more resistant to magic has been a much easier task.
Treatment Time:
1 Month
Essence:
0.1
Availability:
5 (Legal)
Cost:
¥15,000
Notes: The genetic modifications of arcane inhibitor function exactly like the Magic Resistance Positive Quality, allowing a +1 Dice Reroll on any Magic Resistance test. This gene modification also inhibits beneficial spells, counting Essence as 2 points lower than it actually is for Health spells.
For Awakened individuals, this genotype enhancement also causes a -1 Dice Pool Modifier on all tests that include Magic, in addition to the other effects listed above.
This genotype enhancement alters numerous neural responses to stimulus, including the perception of fatigue, hunger, and some types of pain, as well as changing how adrenaline is processed during the fight-or-flight response.
Treatment Time:
2 Months
Essence:
0.2
Availability:
6 (Illegal)
Cost:
¥35,000
Notes: These modifications to brain structure and chemistry provide a +1 increase to Willpower and one additional box to the Stun condition monitor.
This genotype enhancement interferes with the natural flow of mana, causing a -1 Dice Pool Modifier to all tests that include Magic.
Alterations made to the reptile-like lower brain dampen the neurological response to fear triggers, both learned and innate.
Treatment Time:
2 Weeks
Essence:
0.1
Availability:
4 (Legal)
Cost:
¥15,000
Notes: Prevents the Panicked status effect from occurring.
The negative side effect of this genotype enhancement is that it becomes difficult for the user to know when they should be frightened.
Realizing that a situation is risky, dangerous, or perhaps inappropriate requires passing a Logic + Willpower (rating +1) test to avoid the potential danger.
Alterations made to the reptile-like lower brain dampen the neurological response to fear triggers, both learned and innate.
Treatment Time:
1 Month
Essence:
0.2
Availability:
5 (Legal)
Cost:
¥25,000
Notes: Prevents both the Panicked and the Frightened statuses from occurring, whether from magic or mundane sources.
The negative side effect of this genotype enhancement is that it becomes difficult for the user to know when they should be frightened.
Realizing that a situation is risky, dangerous, or perhaps inappropriate requires passing a Logic + Willpower (rating +1) test to avoid the potential danger.
Glucagon is a vital metabolic intermediary used in the body’s energy storage processes. Hyper-glucagon accelerates the liver’s conversion of glycogen into glucose, ensuring a steady supply of energy when needed.
Treatment Time:
2 Weeks
Essence:
0.05
Availability:
5 (Legal)
Cost:
¥12,000
Notes: This genotype enhancement offsets up to two ranks of the Fatigued status but also increases lifestyle cost by 5% to cover the required increase in caloric intake.
This augmentation improves the electrical insulation of your nervous system by increasing the thickness of the myelin sheath surrounding the central nervous system.
Treatment Time:
1 Months
Essence:
0.2
Availability:
4 (Legal)
Cost:
¥15,000
Notes: This genotype enhancement prevents the Zapped status and provides a +1 Dice Reroll to the Damage Resistance test when resisting electrical damage.
This genotype enhancement dramatically increases the body’s ability to build muscle and reduce stored fat. The myostatin inhibitor is extremely popular with models and actors, as it provides a well muscled and lean appearance with little to no effort. It would be more popular with athletes except for the fact it’s banned in most professional sports.
Treatment Time:
1 Month
Essence:
0.05
Availability:
4 (Legal)
Cost:
¥15,000
Notes: This genotype enhancement increases muscle mass and effective strength, providing a +1 Dice Pool Modifier to all Strength-linked skill tests and adding a +1 Dice Pool Modifier to Strength-based melee attacks (swords, hammers, etc.).
The recipient of this enhancement may also choose to use Strength instead of Agility for any Athletics test that involves sprinting or swimming.
This is a set of genetic modifications discovered through the study of survivors of heavy substance abuse. The genotype enhancement modifies the way drugs are metabolized in the body, enhancing beneficial effects and minimizing negative side effects.
Treatment Time:
2 Weeks
Essence:
0.1
Availability:
4 (Illegal)
Cost:
¥20,000
Notes: Any drug that grants a positive attribute modifier as an effect increases that modifier by +1.
Any drug that deals damage when it wears off deals 2 less damage, and any negative effects that occur when a drug wears off are halved in duration.
On Addiction tests, Edge may not be used for any test where there is no addiction to the drug in question, but narco grants a +1 Dice Reroll when testing to see if the addiction level is increased for the drug you’re rolling for.
Neuromuscular density enhancement (NDE) increases the number of neural connections in the brain that are associated with eye-hand coordination and fine motor control as well as increasing the number of neural connections inside the muscle tissue.
Treatment Time:
2 Months
Essence:
0.2
Availability:
6 (Illegal)
Cost:
¥75,000
Notes: The net effect of this genotype enhancement is to provide a +1 Dice Pool Modifier to all Agility-linked skill tests.
A metahuman body contains a complex array of collagen and elastin proteins arranged in a matrix to hold the body’s organs and tissues together. This genotype enhancement primarily modifies the elastin protein and increases the body’s resilience to outside force, allowing the body’s tissues to absorb more force without damage. Secondary modifications tweak the genes responsible for trauma response, healing factors, and immunity, augmenting overall health.
Treatment Time:
1 Month
Essence:
0.2
Availability:
4 (Illegal)
Cost:
¥30,000
Notes: The effect of these physiological modifications is a +1 increase to the Body attribute and one additional box added to the Physical condition monitor.
The PostSynaptic HyperDensity protein modification increases the size of neuronal bundles throughout the central nervous system improving memory, cognition, and overall intelligence.
Treatment Time:
2 Months
Essence:
0.2
Availability:
5 (Illegal)
Cost:
¥60,000
Notes: This genotype enhancement provides a +1 Dice Pool Modifier to all Logic-linked skill tests.
This genotype enhancement increases neural activity in the reptilian hind mind and sensory-dedicated brain centers, ultimately affecting the subconscious grasp of sensory information. Qualia is believed to enhance the organic storage of raw empirical data associated with processing sensory stimuli, which can reinforce a subject’s ability to absorb and react to input from their environment.
Treatment Time:
2 Months
Essence:
0.2
Availability:
5 (Illegal)
Cost:
¥65,000
Notes: Characters with this modification receive a +1 Dice Pool Modifier to all Intuition-linked skill tests.
With an alteration to the pituitary gland, a modified neurohormone is released under stress. This slows the perception of passing time, and movements are perceived to slow down, making it easier to react to changing situations or incoming dangers.
Treatment Time:
2 Months
Essence:
0.2
Availability:
4 (Illegal)
Cost:
¥45,000
Notes: Reakt grants a +1 dice pool modifier to all Reaction-linked skill tests and a +1 Dice Pool Modifier to all Defense tests.
This is a group of minor genetic modifications that sharpen one of the metahuman senses.
Treatment Time:
2 Weeks
Essence:
0.05
Availability:
3
Cost:
¥12,000
Notes: A single treatment increases acuity in one sense, granting a +1 Dice Pool Modifier to all Perception tests using that sense.
This procedure can be applied multiple times for different senses but never to the same sense twice.
It can be used to enhance sight, hearing, smell, touch, or taste.
It can only be used with the natural biological sensory organs and is incompatible with any cybernetic or bioware sensory organ replacements.
Within the metahuman genome, there are several variations on the human standard senses, such as low-light or thermographic vision. A single application of this genetic modification grants the recipient one of these visual enhancements, with a second application granting a second visual modification.
Treatment Time:
2 Weeks
Essence:
0.05
Availability:
3
Cost:
¥15,000
Notes: Grants Low-Light, Thermographic, or other naturally occurring metahuman visual senses that the user does not have.
This modification can only be used with natural biological eyes and is incompatible with any cybernetic visual replacements
Average metahuman vision uses three types of cone structures, while those suffering from colorblindness have only two a deficiency easily corrected with genetic therapy. The genetic mutation of pentachromatic vision allows vision in the low end of the ultraviolet spectrum. This gene therapy duplicated the mutation and grants greater visual acuity for distinguishing between various colors and textures.
Treatment Time:
1 Month
Essence:
0.1
Availability:
4
Cost:
¥20,000
Notes: Pentachromacy grants a +1 Dice Reroll that can be used on any visual Perception test.
This modification can only be used with natural biological eyes and is incompatible with any cybernetic visual replacements.
The synch modification augments cognitive abilities by increasing a nootropic protein the brain uses to process sensory input.
Treatment Time:
1 Month
Essence:
0.1
Availability:
5
Cost:
¥25,000
Notes: This enhances intuitive comprehension and pattern recognition abilities. Characters receive a +1 Dice Pool Modifier on all Perception tests.
As this augmentation alters brain chemistry, it is compatible with all sensory augmentation including cybernetics
The cerebellum booster enhancer increases the number of neurons in the cerebellum and the amount of connections between those neurons. The original goal of this genetic modification was to increase the number of connections between the cerebellum booster bioware implant and the patient’s cerebrum-enhancing intuitive thinking.
Treatment Time:
2 Months
Essence:
0.2
Availability:
5 (Legal)
Cost:
¥55,000
Notes: This modification is fully compatible with a Cerebellum Booster, effectively adding a bonus rank to that implant.
If this modification is used without a cerebral booster, it still increases Intuition by one point.
Similar to the cerebellum booster enhancer, the cerebral booster enhancer increases the density of neurons and the number of neural connections in the cerebrum.
This genetic modification is also designed to increase the number of connections between the bioware implant and the patient’s cerebrum.
Treatment Time:
2 Months
Essence:
0.2
Availability:
5 (Legal)
Cost:
¥40,000
Notes: Fully compatible with a Cerebral Booster, this modification effectively adds a bonus rank to that implant.
If used without a cerebral booster, this modification still increases Logic by one point on its own.
This augmentation improves the strength and speed of the neural pathways in and out of the spinal cord. Synaptic acceleration enhances the effectiveness of the synaptic booster bioware implant by increasing the number of neurons between the bioware implant and major muscle groups.
Treatment Time:
2 Months
Essence:
0.5
Availability:
6 (Legal)
Cost:
¥90,000
Notes: This genetic modification is fully compatible with a Synaptic Booster, effectively adding a bonus rank to that implant.
If used without a Synaptic Booster, this modification still confers a bonus of +1 Reaction (with accompanying bonus to the Initiative Score) and 1 additional Initiative Die (with accompanying Minor Action).
Just like a synaptic booster, this is a permanent modification and cannot be turned off.
Transgenic infusions are available at character creation as well as throughout a character’s career.
To take a transgenic infusion, player characters may only select groups of modifications from one type of animal. The exception to this is if you have taken the positive quality Chimeric Soul, which allows characters to take a group of modifications from a second species.
When characters take an initial genetic infusion, they must also select the negative quality Inhuman and at least one other negative quality. These flaws can be found listed with specific infusions, and on the Transgenic Qualities page. Any appropriate-feeling Negative Quality can be taken, but if you're looking for ideas then talk with your GM to determine what negative qualities would be most appropriate for your character.
Transgenic infusion should not be taken lightly, as it may involve roleplaying mental and physical health issues (like cancer). We recommend that players talk about these decisions with their GM and group during character creation to determine what would be the right fit for your play style.
A character may only have four transgenic infusions in total, including repeated infusions of the same type.
Transgenics is in its infancy and has not led to full-blown human-animal hybrids... yet. Nor has it delved into paracritter transgenics. Officially.
In many cases, transgenic infusions can be used to create effects similar or identical to bioware. All these effects are produced at a lower nuyen cost, but the user also pays more in Essence and runs the risks of physical and mental side effects. It is down-and-dirty biohacking at its worst, and that can contribute to variable success rates.
Typically, transgenics cost 50% percent more Essence than their bioware equivalent, but cost 30% percent less nuyen. Transgenics can be done all at once, or in stages as multiple treatments. When any transgenic infusion is done, minor or moderate transgenic cosmetic changes will always occur as a side effect of any stronger transgenic modification (i.e., one that provides a game mechanic benefit).
As a rule, performing one or two transgenic infusions will create a one-time minor transgenic cosmetic change. Performing 3 or 4 transgenic infusions will cause a one-time moderate transgenic cosmetic change. Individuals cannot take more than 4 transgenic infusions without physically destabilizing and having their genetic codes basically unravel in front of them. Minor and moderate transgenic cosmetic infusions do not count toward your limit of transgenic modifications.
The following bioware can be imitated through transgenic infusions. Each counts as one transgenic infusion.
Bioware: Dietware (appendix reactivation and expanded diet), Balance Receptor Alteration, Gills, Frog Tongues, Hand and Foot Webbing, Nictitating Membranes, Tails, Tailored Critter Pheromones (must be coupled with minor biosculpting).
Biosenses: Awareness, Echolocation, Electrosense Organs, most forms of Hearing Enhancement (no manaware).
Chemical mods and natural weapons: Chemical Glands and Exhalation Spray (corrosive spit and fangs,) Natural Venoms, Stingers, Tusks, Horns.
Most dermal adaptations with animal analogues: Camouflage, Chameleon Skin, Bark (elephant skin), Climate Adaptation (no paraskin).
Unofficially dubbed “the cat girl mod,” this mod leaves a person undeniably human they just have a tail, whiskers, sharper nails, and fluffy ears (if they get the cat package).
Whatever animal is chosen, the individual will manifest minor cosmetic characteristics of that animal.
Treatment Time:
3 Days
Essence:
-
Availability:
4
Cost:
¥35,000
Notes: Transgenic infusions function essentially the same way as minor biosculpting. These cosmetic changes involve a very diluted transgenic infusion that spreads around the entire metahuman body through injected nanites.
In the span of a week, cosmetic changes begin to occur as the body adapts to the new phenotype: the development of a tail (biologically functional but only decorative in terms of game mechanics), a minor increase in body hair or scaly skin in certain areas, the elongation of teeth (if appropriate), and a realignment of muscles and fat within the body to hint at the physical characteristics of the animal infusion in question.
Individuals undergoing minor transgenic infusions have a regimen of moderately strong painkillers during the two to three days of transition to avoid discomfort.
Minor transgenic infusions are often a necessary side effect when infusing an individual with a more pronounced transgenic infusion/modification. The minor transgenic cosmetic infusion can either be purchased separately or occur as a side effect of other transgenic infusions.
A minor transgenic cosmetic infusion does not count toward your limit of transgenic modifications.
Essentially an upgrade from the minor transgenic cosmetic confusion, the moderate version is more pervasive and extensive.
Almost on par with the level of paradiversity found in SURGE metahumans, the moderate infusion creates some very distinct and non-metahuman changes: cat like or reptilian eyes, distinctive fur/scale/feather patterns covering most of the body (or potentially loss of body hair depending on the animal infusion), redefined jaw lines, etc. Nonetheless, the individual is still bipedal and recognizable as metahumanoid.
Treatment Time:
1 Week
Essence:
0.6
Availability:
5
Cost:
¥55,000
Notes: Moderate infusions are incredibly painful transformations as bones realign, muscles undergo significant changes, and new hormonal balances are established through the effects of the nanite and HMHVV delivery systems. Typically taking a week to occur, individuals should ideally be monitored in a hospital, strongly sedated and cared for. More budget conscious ways of dealing with this transition period can involve chaining people to beds or locking them in cells as they scream in agony. Individuals going through this transformation process suffer massive penalties—they take a –2 Dice Pool Modifier to all actions and cannot spend Edge.
Strong painkillers will reduce this to a –1 Dice Pool Modifier and allow the use of Edge.
The moderate transgenic cosmetic infusion can either be purchased separately or occur as a side effect of other transgenic infusions. Regardless of how this occurs, Essence loss happens in addition to any other Essence loss incurred by transgenic infusion.
Moderate transgenic cosmetic infusion does not count toward your limit of transgenic modifications.
Drawing from any number of naturally large and aggressive animals and providing constantly higher levels of serotonin, dopamine, and norepinephrine, aggression packs make individuals more alert and always ready for a fight.
Treatment Time:
2 Hours
Essence:
0.6
Availability:
6 (Legal)
Cost:
¥85,000
Notes: This transgenic infusion grants +1 Reaction, +1 Strength, and +1 Body to the user.
Additionally, characters using the pack gain a +1 Dice Reroll when attempting intimidation.
They also suffer –2 Dice Pool Modifier on tests to resist being goaded into fights.
During any encounter, the runner must make a Willpower (2) test as a Minor Action with the previous penalties in mind to resist going into a fight.
Failure means they either begin a fight by immediately entering combat, or they take the penalty of not being able to earn or spend Edge for the entire encounter where the goading takes place. Of course, if they want to throw down right away, no problem!
The aggression pack cannot be combined with cyberware/bioware (like danger sense) that provides similar stimulation via neurotransmitters.
This modifies nasal passages to be more like the animal it’s based on. Alternatively, some people have chosen to go with amphibian or reptile tongues, necessitating some alterations to the size of their mouth and jaw.
Treatment Time:
2 Hours
Essence:
0.1
Availability:
3
Cost:
¥40,000
Notes: The recipient can learn to identify individual people and animals by smell and can detect basic emotional states through pheromones and body odor, giving a +1 Dice Reroll to Social tests when they can smell their target.
Additionally, when attempting a Perception test that relies on smell (tracking, identifying poisons or ingredients, etc.), a character can spend a Minor Action to carefully sniff the air, giving them a point of situational Edge. Strong odors inflict the Nauseated status if the individual fails a Body + Willpower (2) test.
Negative Qualities: Inhuman, Sensitive Nose.
This infusion mimics a variety of animals with particularly swift reaction times and is a poor man’s version of move-by-wire.
Treatment Time:
1 Day
Essence:
0.3
Availability:
4
Cost:
¥60,000
Notes: Catlike reflexes grant +1 Reaction, +1 Agility, and +1 Dice Reroll on all tests for balancing, falling, and landing safely.
Catlike reflexes cannot be combined with the move-by-wire cyberware or other augmentations (cyber or bioware) that modify Reaction.
Similar to biospikes, claws/talons come in both retractable and non-retractable versions based on their original species.
Treatment Time:
1 Week
Essence:
0.15
Availability:
5
Cost:
¥6,500
Notes: This particular modification exemplifies the difference between bio-modification and transgenic modification, as one cannot add retractability to it if it comes from a species with non-retractable claws.
The transgenic change to the individual’s hands/legs is obvious.
It otherwise works as the bioweapon Claws.
Negative Qualities: Inhuman, Doesn't Quite Fit
One of the more radical transgenic alterations, humans can have the joints of their legs transgenically altered to be similar to the rear legs of a horse or gazelle. This is an incredibly painful process that takes a week to undergo. It is strongly recommended that the individual be closely monitored by a doctor throughout this process while remaining bedridden.
Treatment Time:
1 Week
Essence:
1.2
Availability:
6 (Legal)
Cost:
¥110,000
Notes: Individuals going through this transformation process suffer a –2 Dice Pool Modifier to all actions, and they can not spend Edge.
Additionally, their movement is reduce by half. Strong painkillers will reduce this to a –1 Dice Pool Modifier and allow the use of Edge.
After the transformation is complete, the PC gains a number of benefits.
When attempting a Jumping test (Athletics + Strength), a metahuman can make a running jump of 3 meters per hit, a standing horizontal jump of 2 meters per hit, and a standing vertical jump of 1 meter per hit. No Minor Action is needed to activate the muscles.
When attempting a Sprint test, they add +2 meters to their movement for every level of this infusion. No Minor Action is needed to activate the muscles.
When attempting a kick attack and investing a Minor Action to wind up, they add +1 Damage to the attack made is successful. A Minor Action is needed to ‘wind up’ for the kick.
Negative Qualities: Inhuman, Doesn't Quite Fit
Derived from avian gene sequences, this augmentation causes the formation of hollow bones that are nearly as strong as the normal metahuman skeleton, yet much lighter.
Treatment Time:
1 Week
Essence:
1
Availability:
5
Cost:
¥50,000
Notes: When combined using any device that allows personal flight (e.g., hang-glider, jetpack, cyberwings), flight range and speed are both extended by twenty percent.
Not compatible with bioware wings.
Developed from research on SURGE subjects who developed photometabolic ability, this modification causes plant-like chloroplasts to develop within the epidermis. These structures supplement an individual’s energy needs via photosynthesis.
The melanin coloration in the subject’s skin is also adjusted to conceal the greenish tint the chloroplasts would otherwise produce.
Treatment Time:
1 Week
Essence:
0.6
Availability:
5
Cost:
¥90,000
Notes: Because of the reduced need for food, Lifestyle costs are lowered by 15% percent, and the character is not subject to any instances of the Fatigued status that might result from lack of food - unless they also have been shut out from light sources for 24 straight hours.