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Shadowrun, Sixth World skill
Biotech
Biotech is a skill in Shadowrun, Sixth World: First aid, longer-term medicine, cyberware maintenance, and the biotechnology that keeps runners breathing.
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Key facts
- Attribute
- logic
Overview
Biotech is the difference between a bleeding teammate and a dead one. It covers battlefield first aid, stabilizing wounds, longer treatment in a safehouse, and working with implants, cultured tissue, and the drugs that keep a body running. Street doctors sell it by the hour, and a team without a rank of it pays those rates while a member bleeds out. It also covers the ugly side: knowing what a compound does to a metahuman before someone injects it.
How it works
Linked Attribute: Logic Dice Pool: Logic plus Biotech, with each 5 or 6 rolled as a hit. Thresholds: 1 hit for basic patching, 3 for a serious wound under pressure, 5 for damage that needs a clinic. Gear Matters: A medkit is the assumed tool. Working with bare hands in a hostile spot is where the threshold climbs.
Tips and playstyle
Best for: The one member of every team who is willing to be the medic, and any character with a clinical background. Character concepts: A struck-off trauma surgeon, a combat medic out of the corporate security ranks, a street doc who runs to cover implant costs. Synergies: Logic also drives Cracking, Electronics, and Engineering, so a smart character can carry medicine alongside a technical specialty.
Frequently asked questions
Does the whole team need Biotech?
One competent medic is enough. A single rank on a second runner is cheap insurance for when the medic is the one down.
Does Biotech cover cyberware?
It covers implants as biology and maintenance. Building or modifying the hardware itself is Engineering or Electronics work.