TEXT: 1 
   
  Beyond Flesh 
  Cyberpunk for nova 
  
  2 
      
  Written by George Chatzipetros
  Written by George Chatzipetros
  Written by George Chatzipetros
  Written by George Chatzipetros    
  Contact me at neonblue@GameBox.
  Contact me at neonblue@GameBox.
  Contact me at neonblue@GameBox.
  Contact me at neonblue@GameBox.
  net
  net
  net
  net    
  Get new sourcebooks for 
  Get new sourcebooks for 
  Get new sourcebooks for 
  Get new sourcebooks for Nova 
  Nova 
  Nova 
  Nova at 
  at 
  at 
  at 
  http://members.xoom.com/sidhe
  http://members.xoom.com/sidhe
  http://members.xoom.com/sidhe
  http://members.xoom.com/sidhe7777    
  EEEEverything you need to give 
  verything you need to give 
  verything you need to give 
  verything you need to give 
  a cyberpunk flavour to 
  a cyberpunk flavour to 
  a cyberpunk flavour to 
  a cyberpunk flavour to 
  your campaign is here. C
  your campaign is here. C
  your campaign is here. C
  your campaign is here. Cy-
  y-
  y-
  y-
  bernetic Implants, Genetic 
  bernetic Implants, Genetic 
  bernetic Implants, Genetic 
  bernetic Implants, Genetic 
  Modifications, advant
  Modifications, advant
  Modifications, advant
  Modifications, advanta-
  a-
  a-
  a-
  geous and disadvant
  geous and disadvant
  geous and disadvant
  geous and disadvanta-
  a-
  a-
  a-
  geous Mutations, as well 
  geous Mutations, as well 
  geous Mutations, as well 
  geous Mutations, as well 
  as complete rules for i
  as complete rules for i
  as complete rules for i
  as complete rules for in-
  n-
  n-
  n-
  co
  co
  co
  corrrrporating them into any 
  porating them into any 
  porating them into any 
  porating them into any 
  setting with minimal diff
  setting with minimal diff
  setting with minimal diff
  setting with minimal diffi-
  i-
  i-
  i-
  culty.
  culty.
  culty.
  culty.    
  Augmentation Technology for Nova 
  
  3 
  Contents 
  Cyberware and Bioware……………….4
  Cyberware and Bioware……………….4
  Cyberware and Bioware……………….4
  Cyberware and Bioware……………….4    
  Terms…………………………………………4 
  Tolerance…………………………………….4 
  Installation…………………………………..5 
  New skills……………………………………5 
  Mutations…………………………………...6 
  Tech levels…………………………………..6 
  Cybernetic implants…………………….7
  Cybernetic implants…………………….7
  Cybernetic implants…………………….7
  Cybernetic implants…………………….7    
  Bioware………………………………….12
  Bioware………………………………….12
  Bioware………………………………….12
  Bioware………………………………….12    
  Mutations…………
  Mutations…………
  Mutations…………
  Mutations………………………………..14
  ……………………..14
  ……………………..14
  ……………………..14    
  Advantageous………………………………..14 
  Disadvantageous…………………………….14 
  
  4 
  Cyberware and Bioware 
  CCCCybernetics 
  ybernetics 
  ybernetics 
  ybernetics and genetic engineering 
  are prime themes for a great number 
  of sci-fi books, movies and of course 
  games. Who doesn’t want the op-
  portunity to be the Neuromancer or 
  a Blade Runner? 
   
  Terms
  Terms
  Terms
  Terms    
      
  Cyberware 
  Cyberware 
  Cyberware 
  Cyberware is a term referring to elec-
  tronic implants installed in the hu-
  man body to replace lost functions 
  (like an artificial limb), enhance its 
  capabilities (like muscle enhance-
  ments) or provide new abilities (like 
  infrared vision). These implants are 
  specially designed to merge with the 
  host’s tissues and interact with them. 
  In short, they become extensions of 
  the host’s body. The main advantage 
  of cyberware is that they can be very 
  powerful and versatile. Unfortu-
  nately, implants (especially extensive 
  ones) are not very subtle and tend to 
  attract the attention of law enforce-
  ment agencies. Additionally, some 
  societies may frown upon the use of 
  extensive modifications, considering 
  modified people to be cyborg freaks 
  or inhuman. Also, on a more practi-
  cal scale, cybernetic implants are for-
  eign bodies and have a heavy toll on 
  the body’s immune system and gen-
  eral health. 
  Bioware 
  Bioware 
  Bioware 
  Bioware is a slang term for genetic 
  modifications. They do the same job 
  with cyberware, improving functions 
  of the body or adding new ones. 
  However, whereas cyberware are 
  based on artificial devices merging 
  with living tissue, bioware are made 
  of tissue themselves, produced by 
  alterations in the subject’s genetic 
  code. This makes bioware of more 
  limited potency but also gives them 
  distinct advantages, like being very 
  subtle. Also, being organic, they 
  don’t face any problems with rejec-
  tion and take a lighter toll on the 
  body. 
   
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
   
  Both implants and bioware 
  Both implants and bioware 
  Both implants and bioware 
  Both implants and bioware take their 
  toll on the recipient’s general health, 
  since they modify his genetic code 
  with some unexpected results or 
  cause reactions from the immune sys-
  tem. These factors limit the number 
  of implants or bioware which may 
  be installed in the body. 
            Every implant and bioware 
  has a Tolerance
  Tolerance
  Tolerance
  Tolerance rating which de-
  scribes its toll on the body according 
  to its extensiveness. Bioware have 
  reduced Tolerance ratings compared 
  to cyberware because they are or-
  ganic and less intrusive.  
            Every character also has a To
  To
  To
  Tol-l-l-l-
  erance 
  erance 
  erance 
  erance rating, which is determined 
  by adding up the Tolerance of all his 
  implants and bioware.  
            Tolerance comes into play 
  when the character faces some health 
  threat. Such threats include: 
  •
  Diseases 
  •
  Contamination by viruses and 
  microbes 
  •
  Radiation 
  •
  Poisonous vapors and gases 
  •
  Toxins and poisons 
  •
  Other health-related problems 
  In such a case, the roll to defend 
  against such a threat suffers a penalty 
  equal to the Tolerance of the charac-
  ter divided by his Vitality dice  and 
  rounding up. The Vitality dice used 
  for this purpose are those naturally 
  possessed by the character and not as 
  a result of any implant. So, a charac-
  ter with a total of 8 Tolerance points 
  and three Vitality dice, suffers a +3 
  penalty to all rolls against health 
  threats. 
  No character ay have a Tolerance 
  greater than his Vitality dice (again, 
  the natural ones) multiplied by four. 
  He can’t install any other implants or 
  bioware past that point. 
      
  Installation
  Installation
  Installation
  Installation    
      
  The installation 
  The installation 
  The installation 
  The installation of an implant inside 
  the body is a complicated matter. 
  The main procedure involves sur-
  gery, but precautions must be taken 
  to avoid the rejection of the device 
  by the immune system. Generally, 
  the recipient must be hospitalised for 
  one month per point of the im-
  plant’s Tolerance (or fraction 
  thereof) after the surgical procedure. 
  During this period, he is treated with 
  immunity-depressing drugs (impose a 
  +3 penalty to any contamination or 
  lethality roll for diseases), so if he 
  gets smart and starts walking the 
  streets, he’ sure to pay dearly. 
            Surgery is done by someone 
  with the Surgery-implant subskill (see 
  
  5 
  the new skills sidebar). During sur-
  gery, make a check for the subskill 
  and consult the next table. 
  Failure of implant: 
  Failure of implant: 
  Failure of implant: 
  Failure of implant: Surgery fails to 
  install the implant. Although the de-
  vice is unharmed, its installation must 
  be done through a new attempt. 
  Due to safety reasons, only one sur-
  gical procedure per month is al-
  lowed. 
  Successfully installed: 
  Successfully installed: 
  Successfully installed: 
  Successfully installed: Surgery is com-
  pleted successfully and the implant is 
  fully functional. 
  Major reaction: 
  Major reaction: 
  Major reaction: 
  Major reaction: The placement of 
  the implant causes the organism to 
  respond in an unexpected, uncon-
  trollable way. The recipient takes 
  Constitution damage equal to the 
  Tolerance of the implant. Even if he 
  survives, he increases his Tolerance 
  rating by 3. 
  Moderate reaction: 
  Moderate reaction: 
  Moderate reaction: 
  Moderate reaction: The recipient’s 
  immune system mobilises against the 
  implant. The ensuing rejection causes 
  Constitution damage equal to half 
  the Tolerance rating of the implant 
  and increases the Tolerance of the 
  recipient by 2. 
  Min
  Min
  Min
  Minor reaction: 
  or reaction: 
  or reaction: 
  or reaction: The implant causes a 
  minor reaction from the immune sys-
  tem, increasing the recipient’s Toler-
  ance by one. 
   
  The installation 
  The installation 
  The installation 
  The installation of a bioware applica-
  tion is a job only the expert should 
  handle. And the expert is someone 
  with the genetic engineering skill plus 
  the viral surgery subskill (see the new 
  skills sidebar).  
            First of all, a special retro-virus 
  tailored to the recipient must be cre-
  ated. This requires a successful viral 
  surgery skill check. Second, the recipi-
  ent must be infected with the retrovi-
  rus. Within a few days, the recipi-
  ent’s body is completely infected by 
  the virus, which brings about the 
  necessary changes in his DNA. During 
  this critical period, the recipient must 
  remain hospitalised. If this is not the 
  case, he suffers a +3 penalty to the 
  Vitality check at the end of the pro-
  cedure.  
            At the end of the infection pe-
  riod (about a week), a Vitality roll 
  must be made to see if the infection 
  gets out of control. This roll has a 
  bonus equal to the successes of the 
  viral surgery skill check. Success 
  means that the infection is success-
  fully contained and dies out in a cou-
  ple of days. The modifications to the 
  DNA will fully express themselves in 
  1-2 months. Failure means that the 
  DNA modifications have been made 
  but the infection spreads and turns 
  into a disease which can potentially 
  kill the character. 
            Typical statistics for such a dis-
  ease are: Incubation 2-3 days, Dura-
  tion 1-2 weeks, Contamination 4 (via 
  blood or sexual contact only), Le-
  thality the bioware’s Tolerance x2, 
  Effect the bioware’s Tolerance, Ter-
  minal Effect death. 
            On a critical failure, the dis-
  ease is even more strong, double its 
  Lethality and Effect. Efficiently bat-
  tling such a disease requires expen-
  sive medication tailored to the char-
  Successes
  Successes
  Successes
  Successes    
  Result
  Result
  Result
  Result    
  Critical failure
  Critical failure
  Critical failure
  Critical failure    
  Major reaction 
  Failure
  Failure
  Failure
  Failure    
  Failure of implant, 
  moderate reaction 
  One success
  One success
  One success
  One success    
  Successfully installed, 
  minor reaction 
  Two+ successes
  Two+ successes
  Two+ successes
  Two+ successes    Successfully installed 
  N
  NN
  New skills
  ew skills
  ew skills
  ew skills    
      
  Surgery (INT)+
  Surgery (INT)+
  Surgery (INT)+
  Surgery (INT)+    
  —
  —
  —
  —> implant+: 
  > implant+: 
  > implant+: 
  > implant+: Implant surgery 
  allows the performing of surgi-
  cal operations in order to in-
  stall a cybernetic implant. This 
  skill is critical to the success of 
  the implant’s installation. 
  Genetic 
  engineering 
  (INT)+: 
  Genetic 
  engineering 
  (INT)+: 
  Genetic 
  engineering 
  (INT)+: 
  Genetic 
  engineering 
  (INT)+: 
  Genetic engineering offers a 
  wide variety of knowledge 
  from the field of genetics. The 
  character is able to perform 
  simple tasks, like carrying out a 
  eugenics program, to complex 
  ones, like modifying the DNA 
  structure of a living being, clon-
  ing a creature etc. 
  —
  —
  —
  —> viral surgery+: 
  > viral surgery+: 
  > viral surgery+: 
  > viral surgery+: This spe-
  cialisation deals with the crea-
  tion of tailored retroviruses to 
  bring about genetic modifica-
  tions to a living creature. It 
  covers the entire procedure for 
  the installation of a bioware 
  application. 
  
  6 
  acter. No one ever develops immu-
  nity. 
   
  Mutations
  Mutations
  Mutations
  Mutations    
   
  Artificially
  Artificially
  Artificially
  Artificially----produced 
  produced 
  produced 
  produced bioware aren’t 
  the only way changes to DNA may 
  occur. Modifications to DNA may 
  also be brought as a result of natural 
  phenomena. Such changes are most 
  of the time small or lethal (the recipi-
  ent doesn’t survive) but in rare in-
  stances they might be adequate 
  enough to produce a natural 
  “bioware”. If the change was made 
  to the being’s genetic cells, the modi-
  fication may also be transferred to 
  his offspring.  
            Causes of natural genetic 
  modifications differ from natural se-
  lection (a rather slow procedure) to 
  random errors during cell reproduc-
  tion end exposure to intense radia-
  tion or mutagenic factors (rather 
  radical). Games set in a post-
  holocaust world routinely contain 
  mutants, especially near sites of ra-
  diation. 
            If the GM allows players to 
  have mutations. These should be 
  chosen like gifts and draw-
  backs during character crea-
  tion. Unlike bioware, there 
  are beneficiary and disad-
  vantageous mutations. The 
  cost for mutations should be 
  figured apart from other 
  gifts and drawbacks, that is 
  the player should be al-
  lowed to pick ten points of 
  mutation gifts plus another 
  ten points of other gifts. 
            The GM might rule 
  that because mutations are 
  caused by nature and follow 
  a chaotic pattern, players 
  who choose two or more 
  mutation gifts for heir char-
  acters, must also choose at 
  least one mutation draw-
  back. 
            Mutations do have a 
  tolerance cost. It is calcu-
  lated by adding the point 
  cost of all mutation gifts and 
  drawbacks and dividing the 
  total by 5. 
  TTTTech Levels
  ech Levels
  ech Levels
  ech Levels    
  TL 0 Pre
  TL 0 Pre
  TL 0 Pre
  TL 0 Pre----tech Age: 
  tech Age: 
  tech Age: 
  tech Age: Use of stone tools 
  TL 1 Stone Age: 
  TL 1 Stone Age: 
  TL 1 Stone Age: 
  TL 1 Stone Age: Discovery of fire and 
  agriculture, domestication of animals 
  TL 
  TL 
  TL 
  TL 2 Bronze/Iron Age: 
  2 Bronze/Iron Age: 
  2 Bronze/Iron Age: 
  2 Bronze/Iron Age: Use of metal 
  tools, development of mathematics, 
  physics, medicine 
  TL 3 Middle Ages: 
  TL 3 Middle Ages: 
  TL 3 Middle Ages: 
  TL 3 Middle Ages: Invention of the 
  press, advancement in metallurgy and 
  mathematics 
  TL 4 Age of Reason: 
  TL 4 Age of Reason: 
  TL 4 Age of Reason: 
  TL 4 Age of Reason: Advancements in 
  mathematics, physics, medicine and bi-
  ology 
  TL 5 Industrial Age: 
  TL 5 Industrial Age: 
  TL 5 Industrial Age: 
  TL 5 Industrial Age: Use of steam and 
  electrical power, industrialisation, ur-
  banisation, invention of the automobile 
  and the airplane, radio communica-
  tions, discovery of relativity and quan-
  tum physics 
  TL 6 Information Age: 
  TL 6 Information Age: 
  TL 6 Information Age: 
  TL 6 Information Age: Invention of the 
  computer, networks and practical appli-
  cation of nuclear fission, first steps into 
  space, advancements in all sciences and 
  especially physics, medicine and biology 
  TL 
  TL 
  TL 
  TL 7 Space Age: 
  7 Space Age: 
  7 Space Age: 
  7 Space Age: Invention of the fusion 
  and cold fusion reactor, colonisation of 
  other planets, exploration of the solar 
  system 
  TL 
  TL 
  TL 
  TL 8 Gravity Age: 
  8 Gravity Age: 
  8 Gravity Age: 
  8 Gravity Age: Advancement in 
  gravitics lead to the creation of artificial 
  gravity and the induction drive, inven-
  tion of the anti-matter reactor  
  TL 9 Stellar Age: 
  TL 9 Stellar Age: 
  TL 9 Stellar Age: 
  TL 9 Stellar Age: Invention of a FTL 
  (Faster-than-Light) drive, exploration of 
  the galaxy 
  TL 10
  TL 10
  TL 10
  TL 10 Cosmic Age: 
   Cosmic Age: 
   Cosmic Age: 
   Cosmic Age: Invention of stellar 
  engineering, use of wormholes to navi-
  gate the universe 
  TL 11 Creator Age: 
  TL 11 Creator Age: 
  TL 11 Creator Age: 
  TL 11 Creator Age: Capability of creat-
  ing life forms, sentient or non-sentient 
  from scratch (hence the “Creator” term) 
  TL 12 Dimensional Age: 
  TL 12 Dimensional Age: 
  TL 12 Dimensional Age: 
  TL 12 Dimensional Age: Discovery of 
  other, parallel universes and the ability 
  to travel tot hem, ability to create stars, 
  black holes and worm holes with some 
  planning and time 
  TL 13 Quantum Age: 
  TL 13 Quantum Age: 
  TL 13 Quantum Age: 
  TL 13 Quantum Age: Control over mat-
  ter at the sub-quantum level: teleporta-
  tion and replication becomes possible 
  TL 14 Tachyon Age: 
  TL 14 Tachyon Age: 
  TL 14 Tachyon Age: 
  TL 14 Tachyon Age: Discovery of the 
  conversion of matter to tachyons, accel-
  erating it beyond the speed of light, in-
  vention of the tachyon drive 
  TL 15 Age of Gods: 
  TL 15 Age of Gods: 
  TL 15 Age of Gods: 
  TL 15 Age of Gods: At this Tech Level, a 
  race may be considered as gods, being 
  able to bring great changes to the na-
  ture of the universe 
  
  7 
  Artificial limb 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: A number of Mounting 
  points from an endoskeleton equal 
  to the limb’s Tolerance. 
            Artificial limbs are used as a 
  replacement for amputated limbs or 
  as an improvement over natural 
  ones. Covered by synthetic skin, their 
  servomotors provide great physical 
  power. The recipient’s Conditioning 
  is increased by a number of extra 
  dice equal to the Strength rating (at 
  +1 cumulative) when he actively uses 
  the limb, although the increase isn’t 
  compatible with fiber replacements. 
  A number of optional devices can 
  also be installed on a cybernetic 
  limb, like concealed weapons etc.  
      
      
  Body plating 
  TL 7
  TL 7
  TL 7
  TL 7    
  Provides protection against incoming 
  attacks by installing subdermal light 
  ceramic plates. They may not pro-
  vide the same protection with con-
  ventional armors, but they are unen-
  cumbering, lightweight and invisible. 
  The Protection rating is used as an 
  armor rating. The heaviest body 
  plates can’t be supported on their 
  own and so need one Mounting 
  point from an endoskeleton.  
      
  Concealed compartment 
  TL 7
  TL 7
  TL 7
  TL 7    
  R e q u i r e s :  
  R e q u i r e s :  
  R e q u i r e s :  
  R e q u i r e s :  
  O n e 
  Mounting point from 
  an artificial limb 
            A secret com-
  partment which may hold anything 
  up to the size of a flashlight and can 
  be installed in any artificial limb. 
      
  Concealed firearm 
  TL 7
  TL 7
  TL 7
  TL 7    
  R e q u i r e s : 
  R e q u i r e s : 
  R e q u i r e s : 
  R e q u i r e s : 
  O n e 
  Mounting point from 
  an 
  artificial 
  arm, 
  nanocomputer 
            Any sidearm may be installed 
  inside a cybernetic arm. The sidearm 
  fires through a port located in the 
  palm which closes when it’s not 
  needed. It can be reloaded through a 
  complicated procedure which re-
  quires at least six actions. 
      
  Control interface 
  TL 8
  TL 8
  TL 8
  TL 8    
  Requires: 
  Requires: 
  Requires: 
  Requires: Nanocomputer, datajack 
            A control interface enables 
  someone with a nanocomputer and 
  a datajack to control any kind of ve-
  hicle he has access to using his 
  thought. It provides fast and smooth 
  operation of the vehicle and of all 
  equipment installed and rigged to it, 
  including weapons and sensory sys-
  tems. The rating of the interface is 
  used as extra dice (at +1 cumulative) 
  for increasing initiative when using a 
  vehicle (not compatible with other 
  implants like synaptic boost) and for 
  all rolls concerning control of a vehi-
  cle. 
      
  Cranial bomb 
  TL 7
  TL 7
  TL 7
  TL 7    
  A cranial bomb is a 
  rather radical way to 
  ensure that someone 
  stays loyal to you. 
  This highly illegal but otherwise sim-
  ple implant is nothing more than a 
  small plastic explosive charge plus 
  detonator installed in the cranial cav-
  ity. The amount of the explosive is 
  just enough to turn most of the brain 
  into a pulp. It can be detonated by a 
  remote control or a timer and in-
  stantly kills the victim. A cranial 
  Cybernetic Implants 
  Strength
  Strength
  Strength
  Strength    
  Mounting
  Mounting
  Mounting
  Mounting    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  2222    
  1 
  2 
  3333    
  2 
  3 
  4444    
  3 
  3.5 
  Protection (K/B/E)
  Protection (K/B/E)
  Protection (K/B/E)
  Protection (K/B/E)    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0/0/
  0/0/
  0/0/
  0/0/----1111    
  1 
  0/1/0
  0/1/0
  0/1/0
  0/1/0    
  2 
  1/2/1
  1/2/1
  1/2/1
  1/2/1    
  3 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  —
  —
  —
  —    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  —
  —
  —
  —    
  Rating
  Rating
  Rating
  Rating    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  0.5 
  2222    
  1 
  3333    
  1.5 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  
  8 
  bomb may be successfully defused by 
  an explosives expert if a neurosur-
  geon first opens the way for him, but 
  all defusing attempts suffer a +2 pen-
  alty because of the small space and 
  the delicate movements necessary. If 
  the bomb explodes during the defu-
  sion attempt, it kills the victim and 
  deals damage 4-ballistic to everyone 
  within one meter. If the bomb is re-
  moved by the surgeon without de-
  fusing it first, it also explodes with 
  the same consequences. 
      
  Datacore 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Nanocomputer, datajack    
            An internal hard drive in-
  stalled in the cranial cavity, the data-
  core uses holographic technology to 
  store vast amounts of data in a rela-
  tively safe place. The Memory rating 
  is  
  fu lly 
  e xp laine d 
  in 
  t he 
  ZeroOneZero 
  ZeroOneZero 
  ZeroOneZero 
  ZeroOneZero sourcebook. 
      
  Datajack 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Nanocomputer 
            A datajack is a medium used 
  by the brain to communicate directly 
  with computers and electronic equip-
  ment, using a nanocomputer to 
  translate its signals, enabling the user 
  to directly control such equipment 
  with his thought. The wired version 
  has a port located in the back of the 
  head, where it can be concealed by 
  hair. The wireless version uses an in-
  frared port. 
      
  Ear phone 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Nanocomputer 
            The name of this implant 
  speaks for itself. It is a 
  mobile 
  phone 
  in-
  stalled inside the inner 
  ear, near the acoustic 
  nerve, of which it makes use, replac-
  ing conventional cellular phones. 
  The nanocomputer of the user trans-
  lates his thoughts directly to speech, 
  enabling him to have a quiet little 
  chat. 
   
  Eel 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: 
  Nanocom-
  puter 
           This 
  implant 
  uses powerful capaci-
  tors to deliver an electrical discharge 
  designed to stun through touch. It 
  deals 44(s)-energy damage. Its inter-
  nal batteries are good for eight dis-
  charges. After that, they must be re-
  charged. 
      
  Endoskeleton 
  TL 7
  TL 7
  TL 7
  TL 7    
  This cyberware requires extensive 
  surgery during which most of the 
  torso’s bones are replaced by a light-
  weight but highly enduring titanium 
  alloy. The endoskeleton provides 
  considerable protection, reducing all 
  damage sustained by one point 
  (except if the wound isn’t on the 
  torso). However, the real purpose of 
  the endoskeleton is to provide sup-
  port and anchorage for other cyber-
  netic devices, like artificial limbs, 
  through its Mounting rating. 
      
  Fiber replacement 
  TL 7
  TL 7
  TL 7
  TL 7    
  Memory
  Memory
  Memory
  Memory    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  TL x5
  TL x5
  TL x5
  TL x5    
  0.5 
  TL x6
  TL x6
  TL x6
  TL x6    
  1 
  TL x8
  TL x8
  TL x8
  TL x8    
  2 
  Version
  Version
  Version
  Version    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  Wired
  Wired
  Wired
  Wired    
  0.5 
  Wireless
  Wireless
  Wireless
  Wireless    
  0.5 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  Mounting
  Mounting
  Mounting
  Mounting    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  2222    
  2 
  4444    
  3 
  7777    
  4 
  Strength
  Strength
  Strength
  Strength    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  1 
  2222    
  1.5 
  3333    
  2 
  
  9 
  Enhances physical strength by replac-
  ing muscles with strong carbon fibers. 
  The recipient’s Conditioning is in-
  creased by a number of extra dice 
  equal to the Strength rating (at +1 
  cumulative). 
      
  Filters 
  TL 7
  TL 7
  TL 7
  TL 7    
  These lungs’ implants filter the in-
  haled air before it’s absorbed into 
  circulation. Their Protection rating is 
  used as extra dice (at +1 cumulative) 
  against poisonous gases, although 
  they’re useless against irritants like 
  tear gas. 
      
  Flare filters 
  TL 7
  TL 7
  TL 7
  TL 7    
  Constantly monitors the level of light 
  reaching the retina via a secondary 
  lid. Sudden changes 
  of light are turned 
  into 
  gradual 
  ones, 
  avoiding 
  temporary 
  blindness.  
      
  Knowledge base 
  TL 10
  TL 10
  TL 10
  TL 10    
  Requires: 
  Requires: 
  Requires: 
  Requires: Neuroelec-
  trical interface 
            This small chip 
  holds terabytes of in-
  formation about a single topic, most 
  commonly a science. Using the neu-
  roelectrical interface, the user can 
  access this knowledge as if it was his. 
  The chip can be updated with new 
  information to keep the user in con-
  tact with recent developments. A 
  knowledge base increases the rating 
  of a science skill by one. 
      
  Magnifier 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Optijack 
            Magnifies 
  an 
  image up to hundreds 
  of times so that the 
  recipient can read a newspaper from 
  kilometers away. It decreases range 
  penalties by one. 
      
  Math co-processor 
  TL 10
  TL 10
  TL 10
  TL 10    
  Requires: 
  Requires: 
  Requires: 
  Requires: Neuroelec-
  trical interface 
           A simple im-
  plant which uses the 
  neuroelectrical interface to provide 
  incredible calculating power at a 
  thought. The recipient becomes able 
  to perform difficult and complicated 
  calculations within nanoseconds. As a 
  side-effect the mathematics skill in-
  creases by one point. 
      
  Memory enhancer 
  TL 10
  TL 10
  TL 10
  TL 10    
  Requires: 
  Requires: 
  Requires: 
  Requires: Neuroelectrical interface 
            This is a datacore modified as 
  to communicate with a neuroelectri-
  cal interface. It holds any important 
  information, which the user can in-
  stantly remember as if it was part of 
  his memory. 
      
  Nanocomputer 
  TL 7
  TL 7
  TL 7
  TL 7    
  A nanocomputer is 
  an essential implant, 
  without which many 
  cyberware 
  devices 
  couldn’t work. It’s a product of com-
  puter miniaturisation, in essence an 
  extremely small processor installed in 
  the cranial cavity and rigged to ma-
  jor brain centers. The nanocomputer 
  is able to detect the thought waves 
  of the brain, allowing the recipient 
  to use it with his thought and only. 
  The role of the nanocomputer is to 
  control and coordinate the function 
  of other implants and allow the user 
  to control them via his thought. 
  Nanocomputers and their full capa-
  bilities are discussed in details in the 
  ZeroOneZero 
  ZeroOneZero 
  ZeroOneZero 
  ZeroOneZero sourcebook.  
      
      
      
      
  Protection
  Protection
  Protection
  Protection    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  0.5 
  2222    
  1 
  3333    
  1.5 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Memory
  Memory
  Memory
  Memory    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  TL x5
  TL x5
  TL x5
  TL x5    
  0.5 
  TL x6
  TL x6
  TL x6
  TL x6    
  1 
  TL x8
  TL x8
  TL x8
  TL x8    
  2 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  
  10 
  Neuroelectrical 
  inter-
  face 
  TL 10
  TL 10
  TL 10
  TL 10    
  Requires: 
  Requires: 
  Requires: 
  Requires: 
  Nanocom-
  puter, datajack 
           This revolution-
  ary device translates 
  binary data into pulses understood 
  by the brain and vice versa. This 
  marks the beginning of a new era in 
  cybertechnology, allowing the ap-
  pearance of implants like math co-
  processors or memory enhancers 
  which turn the brain into a living 
  computer.    
      
  Night vision 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Optijack 
           This useful im-
  plant 
  amplifies 
  the 
  light received by the 
  recipient’s retina and feeds it through 
  an optijack, so that it provides effec-
  tive night vision. Reduces all dark-
  ness penalties by one except from 
  complete darkness or blindness but 
  it’s not compatible with thermal or 
  sonic vision. When activated, its user 
  is more vulnerable to sudden 
  changes of light, which might tempo-
  rarily blind him (+1 penalty to all 
  rolls in such cases). 
      
  Optijack 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Nanocom-
  puter 
            This 
  implant 
  connects directly to 
  the optical nerve, being able to 
  transmit images the user can see as 
  through his own eyes. The optijack 
  has a wide range of applications, 
  from watching TV to the transmis-
  sion of useful information which is 
  seen as overlaying normal vision. 
      
  Pain dampener 
  TL 8
  TL 8
  TL 8
  TL 8    
  This implant hijacks 
  the 
  main 
  nervous 
  pathway transferring 
  pain, isolating pain 
  signals surpassing a logical amount. It 
  reduces modifiers from Stamina and 
  Constitution loss by one point. 
      
   
   
  Retractable claws 
  TL 7
  TL 7
  TL 7
  TL 7    
  Retractable claws are 
  made from steel or 
  tungsten carbide and 
  can be deadly when 
  used for punching, retracting inside 
  the knuckles when they’re not 
  needed. They deal 4-kinetic damage. 
      
  Scanner 
  TL 8
  TL 8
  TL 8
  TL 8    
  Requires: 
  Requires: 
  Requires: 
  Requires: Optijack 
           Based on mag-
  netic resonance tech-
  nology, this implant 
  enables the recipient to see beyond 
  walls or inside objects. The user must 
  be within one meter of the barrier to 
  be pierced and the obstacle can’t be 
  more thick than 20 cm. At more ad-
  vanced eras, the effective range of 
  the device increases: add two meters 
  and 10 cm for every TL beyond 8. 
      
  Sonic vision 
  TL 8
  TL 8
  TL 8
  TL 8    
  Req
  Req
  Req
  Requires: 
  uires: 
  uires: 
  uires: Optijack 
           Sonic 
  vision 
  provides the recipient 
  with the echolocation ability of bats. 
  It completely negates darkness and 
  blindness penalties and also provides 
  360o vision, giving a –1 bonus to 
  Awareness checks. 
      
  Synaptic boost 
  TL 8
  TL 8
  TL 8
  TL 8    
  Requires: 
  Requires: 
  Requires: 
  Requires: Nanocomputer 
            This implant replaces kinetic 
  nerves with optic fibers and actively 
  uses a nanocomputer to transmit sig-
  nals to the muscles faster. Its Speed 
  rating is used as extra dice (at +1 cu-
  mulative) to increase initiative.    
      
  Thermal vision 
  TL 7
  TL 7
  TL 7
  TL 7    
  Requires: 
  Requires: 
  Requires: 
  Requires: Optijack 
           Working in a 
  similar way to night 
  vision, 
  this 
  implant 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Speed
  Speed
  Speed
  Speed    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  1111    
  1 
  2222    
  2 
  3333    
  3 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  
  11 
  offers vision in the infrared spectrum, 
  ie heat. It decreases all darkness pen-
  alties by two, but only for objects 
  which produce heat. As with night 
  vision, the user is more susceptible to 
  sudden light changes. 
  
  12 
  Adrenal surge 
  TL 7
  TL 7
  TL 7
  TL 7    
  This bioware triggers 
  increased production 
  of adrenaline under 
  stress conditions (in 
  combat, fleeing etc). Adrenaline in-
  creases reflexes (-1 to initiative 
  checks) and strength (one extra Con-
  ditioning die at +1 cumulative). The 
  effects last for five minutes; after this, 
  the gland needs 3-4 hours to reach 
  the same production levels. 
   
  Ambidexterity 
  TL 8
  TL 8
  TL 8
  TL 8    
  This bioware consists 
  of new nerve fibers 
  towards the left arm 
  and new synapses in 
  the kinetic centers of the brain, mak-
  ing the character fully ambidextrous. 
  He can use both hands with equal 
  competence and is able to use them 
  simultaneously with no penalty at 
  all. When using two weapons, he is 
  considered to possess the ambidex-
  terity subskill at a rating equal to that 
  of the primary skill (sidearms or 
  armed combat). 
  Antidote  
  TL 7
  TL 7
  TL 7
  TL 7    
  This bioware is able to 
  detect a specific type 
  of poison or toxin and 
  produce the antidote 
  for it. This renders the recipient im-
  mune to that poison. Against other 
  poisons with a similar action, he gets 
  a –1 bonus to his resistance check. 
      
  Arterial pump 
  TL 
  TL 
  TL 
  TL 7777    
  Reinforces the thick, 
  muscular 
  membranes 
  of the arteries to assist 
  the pumping action of 
  the heart, accelerating blood flow 
  through the body. Provides a –1 bo-
  nus for endurance checks and in-
  creases Stamina by one point. 
      
  Chloroskin 
  TL 8
  TL 8
  TL 8
  TL 8    
  Chloroskin enables the 
  skin cells of the recipi-
  ent to convert sunlight 
  to energy through the 
  formation of hydrocarbons, much 
  like the plants do with photosynthe-
  sis. It will cover 35-40% of a per-
  son’s dietary needs every day. The 
  only drawback is the strange color 
  the person’s skin attains.  
      
  Coagulant factory  
  TL 7
  TL 7
  TL 7
  TL 7    
  In case of injuries, this 
  bioware produces im-
  p r o v e d  
  b l o o d -
  coagulation 
  factors 
  and releases them in the blood 
  stream. In effect, wounds close faster 
  and the healing rate is doubled. Also, 
  its recipient can be saved if he has 
  dropped to –1 or –2 Constitution if 
  medical aid is offered within 30 min-
  utes, as the coagulants close some of 
  the internal wounds.    
      
  Immunoglobulin factory 
  TL 8
  TL 8
  TL 8
  TL 8    
  By boosting the im-
  mune system, this bio-
  ware produces more 
  efficient 
  and 
  faster-
  acting antibodies. It gives a –2 bonus 
  to any checks against diseases. 
   
      
  Multitasking 
  TL
  TL
  TL
  TL 9
   9
   9
   9    
  Enhances the commu-
  nication bridges be-
  tween the lobes of the 
  brain. As a result, the 
  recipient can perform simultaneous 
  tasks much more efficiently. During 
  one action, he may do two things 
  simultaneously, suffering only a +1 
  penalty to his secondary action. For 
  example, he can fire a gun while typ-
  ing on a keyboard with great preci-
  sion. 
   
  Neural boost 
  TL 8
  TL 8
  TL 8
  TL 8    
  This 
  bioware 
  affects 
  the neurons of the cen-
  tral 
  nervous 
  system, 
  enhancing the ability 
  to concentrate and solve problems. It 
  usually adds one die (at +1 cumula-
  tive) to Intellect. Known side-effects 
  include the development of megalo-
  mania or depression. 
      
      
      
      
  Bioware 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.3
  0.3
  0.3
  0.3    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.2
  0.2
  0.2
  0.2    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.2
  0.2
  0.2
  0.2    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.3
  0.3
  0.3
  0.3    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.1
  0.1
  0.1
  0.1    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  
  13 
  Neuronic processor 
  TL 10
  TL 10
  TL 10
  TL 10    
  A neuronic processor 
  is a group of neurons 
  grown 
  to 
  perform 
  specific 
  functions. 
  They act as biological co-processors 
  which can enhance the user’s ability 
  in certain mundane tasks. Each proc-
  essor is designed to augment a spe-
  cific talent skill or a general knowl-
  edge skill (for example mathematics, 
  but not gunnery). A processor adds 
  one point to the rating of the skill 
  (to a maximum of 4).  
      
  Oxygen 
  TL 7
  TL 7
  TL 7
  TL 7    
  Maximises lung capac-
  ity and creates special 
  reservoirs where oxy-
  gen is kept for later 
  use. Its recipient needs less oxygen 
  and can hold his breath for double 
  the usual amount of time. 
   
  Radshield 
  TL 7
  TL 7
  TL 7
  TL 7    
  Increases the efficiency of the body’s 
  defenses against radiation and speeds 
  up the expelling of 
  radioactive substances. 
  It provides a –2 bonus 
  to checks against ra-
  diation and increases the damage t# 
  of radiation by one. 
      
  Resilience 
  TL 7
  TL 7
  TL 7
  TL 7    
  Fortifies 
  the 
  body 
  with more fat and 
  tougher bones, to pro-
  vide greater resilience 
  against external threats. Increases Vi-
  tality by one die (at +1 cumulative). 
   
  Semi-gills 
  TL 9
  TL 9
  TL 9
  TL 9    
  This 
  modification 
  equips the recipient 
  with 
  gill-like 
  struc-
  tures, enabling him to 
  breath normally underwater, al-
  though he is also able to use his mun-
  dane respiratory system when out-
  side water. 
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.4
  0.4
  0.4
  0.4    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.3
  0.3
  0.3
  0.3    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  Tolerance
  Tolerance
  Tolerance
  Tolerance    
  0.5
  0.5
  0.5
  0.5    
  
  14 
  AAAAdvantageous
  dvantageous
  dvantageous
  dvantageous    
      
  Backup arms (8 points): 
  Backup arms (8 points): 
  Backup arms (8 points): 
  Backup arms (8 points): The mutant 
  possesses an extra pair of arms lo-
  cated just below his normal ones. 
  These extra arms are slightly less dex-
  terous, inflicting a +1 penalty on all 
  rolls using them. It is possible for the 
  mutant to use all of his hands simul-
  taneously (imagine a mutant holding 
  four weapons), but such attempts 
  inflict heavy penalties for all arms: 
  +2 for the “good” arm, +4 for the 
  other and +6 for the extra arms. 
  However, possession of the ambi-
  dexterity subskill (for the sidearms 
  and armed combat main skills) en-
  ables the mutant to attack with both 
  his normal hands with no penalty 
  plus his extra hands with a +2 pen-
  alty. Four arms also provide a great 
  advantage in climbing and grappling 
  attacks: all such rolls get a –2 bonus 
  if the mutant puts all of his arms to 
  the task. 
  Carapace (2 or 4 points): 
  Carapace (2 or 4 points): 
  Carapace (2 or 4 points): 
  Carapace (2 or 4 points): This mu-
  tant’s skin is covered by chitinous 
  plates, giving him an insect-like ap-
  pearance that’s sure to attract atten-
  tion to him. Although his looks suffer 
  considerably (+2 to all Comeliness 
  t#s), the carapace offers some protec-
  tion from external threats. At 2 
  points, his base unarmored rating 
  becomes –1, while at 4 points it be-
  comes 0. 
  Chameleon (3 points): 
  Chameleon (3 points): 
  Chameleon (3 points): 
  Chameleon (3 points): The mutant is 
  able to shift the color of his skin to 
  match that of the background, cam-
  ouflaging him. Provides a –2 bonus 
  for all Stalk and Hide checks. 
  Cold blood (1 point): 
  Cold blood (1 point): 
  Cold blood (1 point): 
  Cold blood (1 point): The mutant is 
  a cold-blooded creature and capable 
  of surviving extremely low tempera-
  tures. Temperatures below –10 C in-
  flict a +1 penalty to his actions, while 
  any temperature below –50 C will 
  force him in hibernation. Tempera-
  tures below –100 C are still lethal. 
  Digestive fluids (3 points): 
  Digestive fluids (3 points): 
  Digestive fluids (3 points): 
  Digestive fluids (3 points): The mu-
  tant can secrete digestive fluids from 
  his mouth, much like a fly. These flu-
  ids have all the properties of a mod-
  erate acid. 
  Diminished pain (4 points): 
  Diminished pain (4 points): 
  Diminished pain (4 points): 
  Diminished pain (4 points): The mu-
  tant almost doesn’t feel any pain and 
  his sense of touch is also greatly di-
  minished. He only suffers half the 
  normal wound modifiers. 
  Flexible joints (2 points): 
  Flexible joints (2 points): 
  Flexible joints (2 points): 
  Flexible joints (2 points): The mu-
  tant’s joints are flexible to the ex-
  treme, providing a –1 bonus to Lithe-
  ness rolls involving their use (like fit-
  ting in a tight space or passing 
  through a net of laser detection 
  beams). The mutant is also able to 
  dislocate them in order to fit through 
  bars or escape confinement, but this 
  is very painful and costs him a Stam-
  ina point. 
  Gills (5 points): 
  Gills (5 points): 
  Gills (5 points): 
  Gills (5 points): The mutant has de-
  veloped gills and is able to breath 
  underwater. 
  Heat resistance (2 points): 
  Heat resistance (2 points): 
  Heat resistance (2 points): 
  Heat resistance (2 points): The mu-
  tant can survive in high tempera-
  tures, up to 100 C for short amounts 
  of time. Moreover, his base unar-
  mored rating against fire attacks be-
  comes 0. 
  Infravision (3 points): 
  Infravision (3 points): 
  Infravision (3 points): 
  Infravision (3 points): Like snakes, 
  the mutant has receptors for the in-
  frared spectrum, being able to spot 
  heat in the darkness. This decreases 
  all darkness penalties by two, but 
  only for objects producing heat. His 
  infravision extends to 20 meters 
  away. 
  Magnetto (3 points): 
  Magnetto (3 points): 
  Magnetto (3 points): 
  Magnetto (3 points): The mutant has 
  the ability to focus his body’s natural 
  biomagnetic field into an electro-
  magnetic pulse. This pulse can dis-
  rupt the function of electronic de-
  vices within 5 m, erasing magnetic 
  storage media or locking up com-
  puters and mobile phones. Each 
  pulse requires much energy from the 
  mutant, costing him a Stamina point. 
  Morpheability (6 points): 
  Morpheability (6 points): 
  Morpheability (6 points): 
  Morpheability (6 points): The mu-
  tant has extremely advanced and 
  sensitive facial muscles he can use to 
  change the appearance of his face. 
  Although he can’t alter his body mass 
  or eye color, he’s fully capable of 
  changing his face as he likes. Duplica-
  tion of another face is difficult but 
  possible, albeit with imperfections. 
  Monstrous strength (3 points): 
  Monstrous strength (3 points): 
  Monstrous strength (3 points): 
  Monstrous strength (3 points): The 
  mutant possesses whole loads of 
  muscle mass, increasing his Condi-
  tioning by one die (at +1 cumula-
  tive). 
  Nine inch nails (2 points): 
  Nine inch nails (2 points): 
  Nine inch nails (2 points): 
  Nine inch nails (2 points): The nails 
  of the mutant grow to be long, sharp 
  and very hard, becoming much like 
  wolf claws. The mutant can use them 
  with his Brawling skill to inflict 5-
  kinetic damage. 
  Regeneration (8 points): 
  Regeneration (8 points): 
  Regeneration (8 points): 
  Regeneration (8 points): The mutant 
  recovers from injuries with astonish-
  ing speed, regaining one Stamina 
  Mutations 
  
  15 
  point per minute and one Constitu-
  tion point per hour. He can even re-
  generate lost limbs and organs, but 
  this requires time (one month at 
  least) and plenty of rest. 
  Snake eyes (3 points): 
  Snake eyes (3 points): 
  Snake eyes (3 points): 
  Snake eyes (3 points): The mutant 
  possesses a mesmerising gaze similar 
  to that of a snake. If he stares into 
  the eyes of another person and that 
  person fails a Determination check, 
  he’ll be unable to avert his gaze for 
  as long as the mutant keeps staring in 
  his eyes. A sudden movement on 
  part of the mutant or a strong shock 
  (pain, a loud noise) can break the 
  entrancement.  
  Supra
  Supra
  Supra
  Supra----digestion (1 point): 
  digestion (1 point): 
  digestion (1 point): 
  digestion (1 point): The diges-
  tive system of the mutant is very 
  much capable of dissolving tough 
  and hard materials, like wood or 
  stones, even plastics and metal. A 
  mutant with this advantage can sus-
  tain himself on anything he finds. 
  Walking drug lab (2 points): 
  Walking drug lab (2 points): 
  Walking drug lab (2 points): 
  Walking drug lab (2 points): The mu-
  tant’s blood is an extremely addic-
  tive ad potent drug. Even a drop of 
  it can induce prolonged feelings of 
  intense euphoria. 
  Venom (5 or 7 points): 
  Venom (5 or 7 points): 
  Venom (5 or 7 points): 
  Venom (5 or 7 points): A mutated 
  gland produces poison the mutant 
  can utilise offensively. At 5 points, 
  the mutant has hollow teeth like 
  most snakes and needs to bite his op-
  ponent for the poison to work. At 7 
  points, the poison is secreted to the 
  saliva and the mutant can spit it at 
  an opponent (it’s a contact poison) 
  with a successful Throwing roll. The 
  mutant may choose any type of poi-
  son and it always have Potency 4. As 
  a side-effect of the mutation, he’s 
  immune to his poison and gets a –1 
  bonus against poisons of the same 
  kind. 
   
  Disadvantageous
  Disadvantageous
  Disadvantageous
  Disadvantageous    
   
  Achilles heel (3 points): 
  Achilles heel (3 points): 
  Achilles heel (3 points): 
  Achilles heel (3 points): A specific 
  part of the mutant’s body is espe-
  cially vulnerable to injury. Anyone 
  who knows of this weakness can try 
  to hit that spot by taking a +2 pen-
  alty to his attack roll. There is also a 
  1-in-6 chance that a normal attack 
  will hit this weak spot. A strike at 
  Achilles heel always inflict one extra 
  Constitution point, in addition to 
  any damage successes rolled. 
  Allergen (2 points): 
  Allergen (2 points): 
  Allergen (2 points): 
  Allergen (2 points): One pretty com-
  mon substance or material (eg iron 
  or potatoes) is very allergic to the 
  mutant. Whenever near it, the mu-
  tant will suffer from a fast-
  developing allergy that will cost him 
  one Stamina point per 5 minutes of 
  exposure. 
  Clown (1 point):
  Clown (1 point):
  Clown (1 point):
  Clown (1 point):    The mutant’s skin is 
  colored in weird hues. This ought to 
  show to anyone that he’s not nor-
  mal, probably gaining him rejection 
  or harassment from “pure” humans. 
  Devolution (4 points): 
  Devolution (4 points): 
  Devolution (4 points): 
  Devolution (4 points): The altera-
  tions in the mutant have decreased 
  its position in the evolution ladder, 
  so that he resembles an ape amore 
  than a human. His Intellect t#s suffer 
  a +1 penalty and he can never have 
  more than one Comeliness die. 
  Dark half (5 points): 
  Dark half (5 points): 
  Dark half (5 points): 
  Dark half (5 points): The “old brain” 
  of the mutant, the center of the neu-
  ral system responsible for all the vio-
  lent, primitive instincts, has devel-
  oped a consciousness of its own and 
  is fighting for control. At the begin-
  ning of each day, the mutant must 
  make a Determination check. If he 
  fails it, the old brain assumes control 
  and the GM is free to let the mutant 
  fly into uncontrollable bursts of an-
  ger or acts of cruelty. 
  Flammable (1 point): 
  Flammable (1 point): 
  Flammable (1 point): 
  Flammable (1 point): The mutant’s 
  body has a high concentration of fat, 
  hydrocarbons and other flammable 
  materials, making him less resistant 
  against fire. Any fire attack gets an 
  extra damage die (at +1 cumulative) 
  against him. 
  Imm
  Imm
  Imm
  Immunity deficiency (1+ points): 
  unity deficiency (1+ points): 
  unity deficiency (1+ points): 
  unity deficiency (1+ points): The 
  immune system of the mutant se-
  verely malfunctions, leaving him un-
  protected against diseases. The mu-
  tant suffers a penalty equal to the 
  points of the drawback to any con-
  tamination or lethality check. 
  Incompatibility (7 points): 
  Incompatibility (7 points): 
  Incompatibility (7 points): 
  Incompatibility (7 points): The mu-
  tant has a genetic modification which 
  is incompatible with life. His muta-
  tion is slowly killing him, giving him 
  a life expectancy of one year at 
  most. 
  Mermaid (2 points): 
  Mermaid (2 points): 
  Mermaid (2 points): 
  Mermaid (2 points): The mutant 
  needs to be in a watery environment 
  to survive. For every 4 hours he’s 
  not immersed in water, he loses a 
  Stamina point. 
  Nocturnal (2 points): 
  Nocturnal (2 points): 
  Nocturnal (2 points): 
  Nocturnal (2 points): The mutant is a 
  nocturnal creature. He normally 
  sleeps throughout the day and is ac-
  tive only during the night. 
  Sensitive biorhythm (2 points): 
  Sensitive biorhythm (2 points): 
  Sensitive biorhythm (2 points): 
  Sensitive biorhythm (2 points): The 
  
  16 
  biomagnetic field of the mutant is 
  very sensitive to alterations. Ma-
  chines producing electromagnetic 
  fields make him feel nauseous. When 
  around electronic devices, the mu-
  tant is at +1 to any action. 
  Sensitivity (3 points): 
  Sensitivity (3 points): 
  Sensitivity (3 points): 
  Sensitivity (3 points): One of the mu-
  tant’s sensory organs is especially 
  sensitive against intense stimulants. 
  For example, the mutant’s eyes 
  might suffer from loud noises or his 
  eyes from bright light. When the mu-
  tant is subjected to such a strong 
  stimulant, he must make an Endur-
  ance check or else he loses one Stam-
  ina point and the relevant sense shuts 
  down for D6 rounds (ie he’s blinded 
  or deaf). 
  Strange dietary needs (3 points): 
  Strange dietary needs (3 points): 
  Strange dietary needs (3 points): 
  Strange dietary needs (3 points): The 
  mutant absolutely needs an element 
  in his diet which could either be ex-
  pensive, rare or just dangerous to get 
  (like human blood). He must have it 
  each day or else he begins to waste 
  away, losing one Stamina point per 
  day passing without it. 
  Thermal intolerance (2+ points): 
  Thermal intolerance (2+ points): 
  Thermal intolerance (2+ points): 
  Thermal intolerance (2+ points): The 
  body of the mutant functions opti-
  mally in a narrow range of tempera-
  tures, selected by the player. If the 
  temperature drops below or rises 
  above this point, the mutant suffers a 
  penalty equal to the cost of the 
  drawback minus one to all actions. 
  
SOURCE: textdata/thevault/Nova/Nova Beyond Flesh.pdf