Well then if you can find them, and manage to get pass the front door Brense Gentechonics can help you to build you very own super soldier.
Brense Gentechonics
based on Scintilla, Hive Tarsus
smaller branch offices on Malfi, Spectoris, Landsunder, other smaller offices
Brense Gentechonics medical research firm that handles all sorts of medical studies and advanced medical and therapy methods. In truth it is a front for the Companions of Vogel, in the Calixis Sector. Without contacts with them directly, all attempts to access their stuff has an additional -20 to the attempt.
Companions of Vogel’s Genetic Enhancements
Note: Good or Best Quality Enhancements are customized to the user will provide the -10 to the installing checks.
Test rules follow the system that was expanded on in Macharian Handbook - Tools of the Trade.pdf
Recovery times as for Cybernetics
But unlike Cybernetics not effected by Haywire rounds
Higher Pain Tolerance Availablity: Very Rare Cost: 5000 test -20
The Enhancement is the equialivant to a Pain Ward Cyberware and the Feel No Pain Mutation, but gains Iron Jaw Talent and 3 Wounds. For complete rules, see RT: Into the Storm page 141 the Pain Ward.
Dermal Armour Availablity: Very Rare Cost: 7000 test -20
Using custom tailored viral agents to permanently alter the structure of your skin with a fibrous matrix of natural collagen and keratin, the materials cartilage and fingernails are made of. The result is a tough, leather-like dermis resistant to abrasion, penetration, and burning that functions as a natural part of your body. A character with this Enhancement gains adds +2 Armour to the All locations. The armour bonus is added to any other armour for those locations.
Good-Craftsmanship grants +10 Toughness Characteristic , but there is a catch -10 to any Touch Test as you have lost some of the feeling in your skin and because your skin looks odd, -5 Fellowship .
If taken to Best Quality, have 2 options. The first is somewhat discrete as it will provide Unnatural Thoughness (x2), but any Touch Test is at -20 as well you just have hard time feeling anything and because your skin looks different, -10 Fellowship .
The second is not at all, a s they have harness strongest biological materials known to science is chitin. You'll be armored like an armadillo with hundreds of custom fitted plates designed to provide the maximum in protection and still allow free movement. Not only will you make an unforgettable impression with your appearance, but with the addition of appropriate air supplies your skin could act as a hazardous environment or vacuum suit. A character with this Enhancement gains adds +3 Armour to the All locations. Any Touch Test is at -40 as well you have really hard time feeling anything and because your skin looks weird, -30 Fellowship . Special Goggles and Rebreather is available for $500 and is Rare Availablity.
Enhanced Healing Availablity: Extremely Rare Cost: 5000 test -20
With is Enhancement the user gains Hardy Talent. For the purposes of healing, you are always considered to be Lightly Wounded and if wounded your new Healing Factors will release bio-coagulants and reduce chance to die from blood loss to 5% a round . In addition, you naturally heal at an increased rate, removing 2 points of Damage each day. Your healing factors also sooth the minor pains and sores, this has no game effect, but does make you slightly less irritable than before. If you take ten minutes of meditation to activate overdrive the healing factors, once every twelve hours you may make a Toughness Test. On a success, you remove 1d5 points of Damage. With 3 or more degrees of Success on your Toughness Test, you may add in your Toughness Bonus to the points of Damage you can heal. If you roll a 96-100 however, in addition to failing, you overstrain your healing factors. They will cease to function for one week. In addition anyone attempting Medicae on someoone with this takes additional -20 penalty as the body own healing factors will confuse the issue.
Good-Craftsmanship upgrade gains Die Hard Talent, and your healing rate becomes 3 points of Damage a day.
Best-Craftsmanship upgrade gains True Grit Talent, and your healing rate becomes 4 points of Damage a day. When you activate overdrive the healing factors, you can do it once every twelve hours, you now can heal 2d5 on a successful test. Should you overstrain your healing factors, you will be without them for 3 days.
Naturally Made Weapon Availablity: Extremely Rare Cost: 1000 test -20
The user of a Common Upgrade gains either razor claws or teeth d5 R. The user of a Good-Craftsmanship upgrade gains either retractable razor claws or teeth wih super sharpness d5 R pen 2 or a spur d5+3 R. A Best Craftsmanship of Enhancement gains a superharpness retractable spur d5+3 R Pen 2. Note to detect this enhancement without full medical scan -30, -10 if the weapon has been used and retracted.though the skin. Spurs are commonly laid along long bones like forearms or shin.
Venom Gland Availablity: Very Rare Cost: 1000 test -10
This is a Gland which for all purposes is a Internal Tox Dispenser, granting natural attack a Toxic Trait. Normally fixed to 1 or more attacks methods. Either a blade or bite or even a spitting attack range 2m.
Interkeratic Implants Availablity: Scarce Cost: 1500 test -10
These implants consist of additional layers built into the cornea of the recipient, whether gene-altered organic matter just beneath the surface. For complete rules, see RT: Hostile Aquistions page 69.
Synaptic Acceleration Availablity: Very Rare Cost: 3000 test -30
These specifically bred neural cell tissues are implanted into the brain-stem and other nerve trunks to decrease the neural reaction time. With this the Electro-Chemical signals from brain to surface, will provide the user with increased agility and speed. User gains +10 to Agility and Lightning Reflexes Talent. Good-Craftsmanship grants inaddition grant the Unnatural Agility (x2) Trait and Rapid Reaction Talent but also add Paranoia Talent as you start tp react to stimuli before other see it. Best-Craftsmanship will grant inaddiition Unnatural Speed (x2) and Sprint Talent, but will require the User to consume twice as much food and drink as a normal person to fuel the higher metabolic rate. At Good-Craftsmanship or better the User becomes somewhat hyper-active.
Synthetic Muscle Grafts Availablity: Very Rare Cost: 3000 test -30
This equialivant to a Synthmuscle Graft Cyberware. For complete rules, see DH: The Lost Dataslate page 11.
With
But there will be a Best-Craftsmanship enhancement that grants +10 Strength, and grant the Unnatural Strength (x2) Trait, as it is customized to the user with no Agility Penalty. Will require the User to consume twice as much food and drink as a normal person to fuel the higher metabolic rate.
Skeleton Enhancement Availablity: Very Rare Cost: 4000 test -30
This utilizes custom designed biocompatible bacterial strains to increase your bone density for augmented skeletal strength and improved muscle anchoring. With this provides a stronger punch as well as make it harder to move them when they set themselves. A character with this Enhancement gains the Bulging Biceps Talent and Sturdy Trait, and gains a +2 bonus to Damage for all unarmed attacks.
Landian Reveler Availablity: Very Rare Cost: 950 test -20
This is from DH: Book of Justice. For complete rules, see DH: Book of Justice page 77. Price was from a post from FFG on price of the cybernetics