TEXT: New Biotech for 
  SPACEMASTER
  By Elton Robb
  Here some new Biotech Items for Spacemaster campaigns.
  NEURAL SYNAPTIC ENHANCEMENT (Tech Level 19)
  This is a brain enhancement.  New “white” and “gray” matter is grown from the
  subject’s own genetic material.  The results are implanted on both the left side and the
  right side of the cerebral cortex, along with increased ridges and furrows.  This often
  results in the subject’s better use in making calculations, better articulated language, and
  stronger, vivid imaginations.  
  The drawbacks often include increased vivid dreaming, and if psychoactive drugs
  are taken or if the character is schizophrenic, more powerful hallucinations are also the
  result.  Game Mechanics: This biomodification gives a stat bonus of +2 to both
  Reasoning and Intuition.
  NEO-MEMORY ENHANCEMENT (Tech Level 19)
  As above, except that the neurons are grown directly in the Hippocampus using
  drugs and especially retroviral infection.  This not only cures Dementia, but increases
  memory: both recall and retention.  The result is increased short term memory and
  significantly increased long term memory.  Game Mechanics: This biomodification gives
  a Stat bonus of +2 to Memory.
  BODY SCULPTING (Tech Level 19)
  “Want a better, newer you?”
  A full body enhancement, body sculpting takes plastic surgery to the genetic
  level.  Here, an average overweight man that looks like Homer Simpson can have their
  body altered.  It’s going from Homer Simpson to somebody like Brad Pitt or Arnold
  Swartzenegger. Homer can also look like Britney Spears if he really wanted to.  Body
  Sculpting is a radical change that has the potential of altering everything about the
  character.  Sex, body type, hair color, age, skin color, muscle mass, fat tissue, height, you
  name it.  The masters of Body Sculpting can do it.  Game Mechanics: The effects of this
  biomodification vary, totally.  GMs should use their discretion.
  BIO-ELECTRIC MUSCLES (Tech Level 19)
  Another full body enhancement, Bio-Electric Muscles is based off of the electric
  eel’s ability to generate large amounts of electricity.  It’s like having microelectric
  generators in your body, thousands of them.  Only the microgenerators are the skeletal
  muscle cords.  The result is increased electrical generation by the body to power
  Cyberware.  Still, it isn’t enough to power a laser, but a built-in submachine gun would
  definitely be possible.  Game Mechanics: the Character has an effective electric touch
  that generates an “A” electrical critical to a foe he touches.  To bad, though, the character
  can never be a computer technician again, since his touch can permanently damage a
  computer’s parts.
  
  NEW CYBERNETIC BIOMODIFICATION TABLE
  Tech
  CIRS
  Talent
  Name
  Difficulty
  Level
  Impact
  Pt. Cost
  Price
  Neo-Memory
  Enhancement (S)
        C
   19
      .5
      5
  30,000 credits
  Neural Synaptic
  Enhancement (S)
        H
   19
      .5
      5
  40,000 credits
  Body Sculpting (S)
        C
   19
    varies
     10
  50,000+ credits
  Bio-Electric
  Muscles (S)
        H
   19
    d10/5
     15
  20,000 credits
  
SOURCE: textdata/thevault/Spacemaster/Spacemaster New Biotech.pdf