Organiware is the term used to describe alchemical, organic enhancements made to the body. An extra arm, retractable claws, and enhanced muscles are all examples of organiware. While the benefits are obvious, there are some downsides to organiware as well. First of all, organiware is very expensive. Also, it takes time to have the procedure done and then even more time for the body to acclimate itself to the new additions. Third, organiware is restricted in some areas and local authorities may make it difficult for those with organic implants. Finally, the implanting of organiware damages a person's being, disturbing the connection to the magical energies, as represented by the attribute Essence.
The roll for Essence loss represents tenths of a point. For every ten points rolled, the Essence score drops one point. For example, an Essence loss roll of 2d10 results in a 13. The character's Essence would drop 1 point and it will only take seven more Essence points to drop a second point.
| Organiware | Cost | Essence Loss | Effect |
| Additional Limb | 900 sv | 1d10 | special |
| Bioweave Skin Crafting | 2000 sv | 2d10 | +2 armor |
| Chameleons | 4000 sv | 1d10 | camouflage |
| Claws | 500 sv | 1d10/3 | special |
| Claws, Retractable | 800 sv | 1d10/2 | special |
| Dual Adrenal Glands | 1000 sv | 1d10 | special |
| Eagle Eyes | 1200 sv | 1d10/2 | +1 perception |
| Enhanced Senses | 3000 sv | 2d10 | +2 perception |
| External Plating | 5000 sv | 3d10 | +6 armor |
| Fangs | 700 sv | 1d10/3 | special |
| Finger Dart | 1100 sv | 1d10/2 | special |
| Finger Wires | 600 sv | 1d10/2 | garrote |
| Gas Filters | 1000 sv | 1d10 | special |
| Gills | 2500 sv | 1d10 | breathe water |
| Head Plate | 1500 sv | 1d10 | +2 armor (head only) |
| Memory Crystals | special | special | special |
| Muscle Grafts | 3000 sv | 1d10 | +1 strength |
| Nanovirus | 8000 sv | 1d10 | regeneration |
| Nummers (pain soaker) | 2400 sv | 2d10 | pain resistance |
| Roots | 1500 sv | 1d10 | special |
| Second Heart | 2000 sv | 1d10 | +1 constitution |
| Speedsters | 4500 sv | 1d10 | +1 coordination |
| Stone Bones | 6000 sv | 3d10 | +4 armor |
| Stranglers | 1800 sv | 1d10 | special |
| Subdermal Plating | 3500 sv | 2d10 | +2 armor |
| Subdermal Pocket | 1500 sv | 1d10/2 | special |
| Voicithizer | 2000 sv | 1d10 | mimicry |
| Webbed Feet | 1750 sv | 1d10/2 | +1 swimming skill |
| Wrist Razors, Retractable | 2000 sv | 1d10 | special |
Additional Limb: The choice here is an extra arm or leg. An extra leg will increase base movement by 1/3. An extra arm will simply grant the ability of having that extra hand. It takes a great deal of training with the extra limb to become proficient with it. Training time in weeks is 20 minus your coordination score.
Bioweave Skin Crafting: This process weaves strong plant fibers into the skin, giving it increased strength and durability, as well as small regenerative powers. The cost listed is per level of the bioweave and the maximum level is 4. The skin will repair itself daily if it has a light source.
Chameleons: This is similar to a bioweave, but the fibers woven into the skin give the ability to change color. This allows the bearer to blend into their surroundings, minus 2 to others perception rolls to detect a person with chameleons.
Claws: These are simply extensions added onto the fingers for use in close-quarters combat.
Claws, Retractable: Similar to regular claws except that they can be retracted into the fingers to conceal them.
Dual Adrenal Glands: This gives that extra boost when its needed. Once per day the user can increase their normal strength by +2.
Eagle Eyes: These organically grown eye replacements are actually genetically cloned hybrids. They grant the ability to make out detail at incredible distances.
Enhanced Senses: This procedure enhances sensory perception with a series of nerve implants. Hearing, smell, touch, and taste are all affected by this procedure.
External Plating: This is actual metallic plates attached to the body. It is physically unattractive and cannot be concealed very easily. It also has the drawback of inflicting a minus 1 penalty to the user's coordination score.
Fangs: These dental extensions are more cosmetic than anything else, but they can be used for dealing damage.
Finger Dart: This single shot dart gun is installed in the tip of one finger. The dart deals a minute amount of damage but it can be laced with a toxin for increased effect.
Finger Wires: These wires are inserted into each thumb. They can be laced together to form a garrote, a popular item with Hunters.
Gas Filters: This nasal enhancement helps filter out impurities in the air, giving added protection from toxic fumes, +2 on any saves.
Gills: Just like a fish, these can take over for the owner's natural lungs. The bearer can breathe water without difficulty.
Head Plate: This cowl is adhered to the skull itself. It is very noticeable if not covered with synthetic hair or a hat, but the protection it gives is often worth the trouble.
Memory Crystals: These tiny crystals are inserted at the base of the skull. They interact with the brain stem to influence capabilities. A specific skill can be implanted into one of these crystals, up to a level of 4. The cost is 2000sv per level per skill plus a one time fee of 4000sv for the memory implant. The essence loss is a one time 1d10. Crystals can be removed and exchanged with other crystals at will.
Muscle Grafts: This is the grafting of additional muscle tissue to the body. It has a maximum level of 3.
Nanovirus: These tiny organisms are injected into the blood stream. They aid in the battle against infection and speed the healing process. They help the bearer regenerate one lost body level per hour of rest.
Nummers: This parasite is implanted at the base of the spine. It feeds off the energy that is associated with pain. The drawback is that one never knows when they are experiencing pain and that can lead to a great deal of additional damage to the body.
Roots: Roots are attached to the feet of the bearer. The bearer can plant themselves in place, giving them extra stability.
Second Heart: With a second heart the bearer increases their constitution and overall health. The blood flow is increased, giving a heightened sense of well being.
Speedsters: These muscle replacements give an added boost of speed when needed. When running the speedsters double the normal movement rate.
Stone Bones: With the aid of magic the bones themselves are strengthened with a stone lace. This greatly increases the durability of bones.
Stranglers: These are living vines that are inserted in the arms. They can be shot away from the body and utilized much like a rope. Using stranglers requires a specific skill.
Subdermal Plating: This is the placement of armor beneath the skin. This gives added concealment with protection.
Subdermal Pocket: This is a secret body compartment, not unlike a kangaroo's pouch. It is not very large, usually no more than several cubic centimeters.
Voicithizer: This implant gives the ability of mimicry. It is actually a small parasite that feeds off the host. The host may notice having to consume a little bit more food than normal.
Webbed Feet: This physical enhancement aids in swimming and functioning in the water, giving a +2 to all swimming skill rolls.
Wrist Razors, Retractable: These blades are implanted beneath the wrist in the lower forearm. They can be retracted for concealment.