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Savage Shadowrun AE Conversion
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== BIOWARE == '''Adrenaline Pump''' (7,500¥; Strain 1.0): a partially replaced adrenaline gland greatly enhances the subject’s physical abilities for a short time. Increase the subject’s Agility, Strength and Vigor traits by +2 die steps. Also increase the subject’s Pace and Run by +2 each. It takes a Action to activate and then lasts for 10 rounds afterwards. Subject suffers a level of Fatigue afterwards and cannot use the pump again until it recovers. Both recovers in one hour’s time.</br> '''Bone Density Augmentation I-III''': genetic modifications greatly increase the density of the subject’s bones. Level 1 adds +2 to Toughness and unarmed attacks deal Str+d4 (10,000¥, Strain 1.0); Level II adds +4 to Toughness and unarmed attacks deal Str+d6 (25,000¥, Strain 1.5); Level III add +6 to Toughness and unarmed attacks deal Str+d8 (60,000¥, Strain 2.5).</br> '''Cat’s Eyes''' (5,000¥, Strain 0.25): gene eye enhancements grant subject Night Vision.</br> '''Cerebral Boost I-III''' (15,000¥/level, Strain 0.5/level): gene therapy to the brain snafus greatly enhances the subjects thinking speed and abilities. Each level increase its Smarts by +1 die step.</br> '''Damage Compensators I-II''' (10,000¥/level, Strain 0.5/level): these nana-genes allow the subject to ignore pain and wound injuries effects. Each level allows the subject to ignore one Wound penalty.</br> '''Ecolocator''' (10,000¥, Strain 0.75): ear modifications allow the subject to locate surrounds via sounds. Subject ignores any and all obscure penalties (darkness, fog, invisibility, etc.) Cover penalties for solid objects apply as normal. Upgradable to ''Advanced Ecolocation'' (+8,000¥, Strain +0.25): The subjects can sense all around him and does not grant gang up bonuses.</br> '''Enhance Articulation''' (2,500¥, Strain 0.25): gene therapy to the subject’s joints and muscle tendons are modified to allow greater flexibility. Adds +1 to Athletics skill.</br> '''Gecko Grip''' (6,000¥, Strain 0.25): gene graphic of microscopic ‘hooks’ allow the subject to cling to walls and walking on vertical surfaces. The subject must use 2” per 1” to move on vertical surfaces or 3” per 1” of movement on ceilings.</br> '''Gills and Webbing Grafts''' (8,000¥, Strain 0.5): gills implanted into the subject’s neck, with 'retractable' webbing added to hands & feet. The subject is now breath in oxygenated liquids and can swim at Pace speed.</br> '''Hearing Enhancers''' (4,000¥, Strain 0.25): advanced ear drum therapy grants the subject a +2 bonus to Notice checks that involves hearing.</br> '''Mnemonic Enhancer''' (4,000¥, Strain 0.25): this advanced gene brain enhancement allows the subject to use any Smarts skill at no penalty for being untrained.</br> '''Muscle Augmentation I-III''' (15,000¥/level, Strain 0.5/level): gene-therapy to enhance overall strength. Each level increases the subject’s Strength by +1 die step.</br> '''Muscle Toner I-III''' (25,000¥/level, Strain 0.5/level): gene-therapy to enhance overall hand-eye-coordination and balance. Each level increases the subject’s Agility by +1 die step.</br> '''Otherskin I-III''' (5,000¥/level, Strain 0.25/level): toughing of subject’s skin and bio-enhanced strengthening of internal organs. Each level increases the subject’s Toughness score by +1.</br> '''Pathogenic Defense''' (2,500¥, Strain 0.25): gene-enhancements to the subject’s immune system adds +4 to resistant tests with Disease and Toxins (including poisons). Also gain +4 Toughness against any related direct damage attacks (inlcuding spells).</br> '''Reaction Enhancer''' (8,000¥, Strain 0.5): synaptic enhancers allows the subject to re-draw and Initiative Card results of a 5 or less.</br> '''Sleep Regulator''' (5,000¥, Strain 0.25): brain way enhancers allow the subject to only require three hours of sleep a night or to go up to three nights without sleep without drawbacks.</br> '''Superthyroid Gland''' (50,000¥, Strain 1.5): advanced gene therapy increases the subjects Agility, Strength and Vigor by +1 die step each.</br> '''Symbiotes I-III''' (25,000¥/level, Strain 0.5/level): this gene and nana treatment allows the subject to make a natural healing check every day with level one and every 12 hours with level 2. Subjects Liftstyle increases by 50% due to increase consumption.</br> '''Synaptic Boost I-II''' (35,000¥/level, Strain 0.75/level): gene enhancement to the spinal cord and brain steam. The subject ignores two points of Multi-Action penalty per level.</br> '''Tailored Pheromones I-II''' (8,000¥/level, Strain 0.25/level): artificial pheromones grant the subject a +2 to her Performance and Persuasion skill checks so long as the targets can “smell” her.</br> '''Thermal Damper''' (4,000¥, Strain 0.25): advanced internal temperature dampeners. The grant the subject +2 to Stealth but only verses Thermal/IR vision.</br> '''Troll Eyes''' (5,000¥, Strain 0.25): eye enhancement that grant the subject Thermal Vision (halves Illumination penalties when attacking "warm" targets including from invisibility from living targets).</br>
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