NEURALWARE

Neuralware - One of the MOST important aspects of cybertech is that which lies invisible to the naked eye. This type of enhancement - known as Neuralware - is usually in the form of tiny co-processing chips that increase abilities you might already have. The basic neural processor is a 'switch box' implanted in the lower spine. This makes upgrading easy since there's a simple access port in the box so all that is needed is a sterile environment to input new chips. However, guess what? That co-processor is NEEDED to have ANY form of neuralware implants.

Note - Cost is given simply as a number, costs in Nuyen/Eurobucks/Pounds/whatever. SC = Surgery Code, HL = Humanity Loss. For more info return to Jack the Ripper's Intro to Cyberware. Free Form equivalents for the Statistically Challenged are given in parenthesis.

Cyberware

SC

HL

Cost

Description

Neuralware Processor

M

3

1000

Basic processor for any neuralware implants.

Kerenzikov Boosterware

N

3/level

500

Adds +1 to initiative rolls/reflexes for every level bought (increases your reflexes by about 10% and gives you the edge in getting the first move in) . Two levels costs 1000, and 6 humanity points. This implant is ALWAYS active!!

Sandevistan Speedware

N

2

1600

Adds +3 to reflexes (increases your overall reflexes by about a third) - for 5 turns but takes 1 turn to activate. I.E you activate your speedware. and the next turn it kicks in and lasts for 5 turns of play. After it cuts out, one must wait 2 turns before they can re-initialize it, then wait the one turn for activation.

Tactile Boost

N

2

100

Increases sensitivity. Boosts your sensory perception so that you gain in game terms a +2 bonus to touch awareness checks. (You are about 25% more sensative to thermal changes and about 30% more sensative to textures. You still ain't gonna feel a pea under 20 feather beds, princess)

Olfactory Boost

N

2

100

Boosts your olfactory center. What the frack is olfactory? Heh. Simply put, this baby increases your sense of smell. So now you can REALLY smell the drek that is Night City. It does, however, add a +2 to scent based awareness and DOES allow one to track by scent... Guess that's a plus. (You almost double your natural smelling abilities with this one, so not only can you smell the guy farting next to you, you can tell what he had for lunch.)

Pain Editor

N

6

200

Tunes out the sensations of hot and cold - allowing the brain to edit out the sensation of pain. Now, it's great for clipping off the pain of a mangled leg or something when you really need it - but chummer, there is a REASON you can FEEL pain. It's kinda your body's way of saying 'Hey Drekhead-- this ain't right'. (For the combat lovers out there who insist on claiming that they can keep fighting on a broken femur, take this to heart...get too wild on this and ignore that drekhead warning from your brain and you will take continued damage, doubling for every action involving the injured site, which includes those of you who get your nuts ground to powder and simply edit out the pain for a few more scissor kicks...ya got blood vessels down there Pillsbury Doughboy and yer gonna pop those things like cheap balloons once they swell...don't make us take you out on the principle of Natural Selection: the truly stupid will fail to survive.)

Cybermodem Link

N

1

100

Allows direct connection to a cyber-modem. This is a must have for you runners, really it is. Without it, you get to be a lame-o trode jockey. Now ain't that a thrill? (Note: this is NOT the same as an internal deck...this is just the link, used for both external and internal decks.)

Vehicle Link

N

3

100

This is to the Rigger/techie bunch what the cy-modem link is to a net-runner. These allow the use of VCR's [Vehicle Control Rigs] for DIRECT control of a vehicle. Look, ma --no hands.. or feet!

Smartgun Link

N

2

100

Ahhh.. The Solo's best friend. A smartgun link allows for the use of smartguns. This means that your weapon can return direct neural feed back on targetting info - and you can issue simple commands such as switching from full auto to semi auto or dropping the clip without actually having to use your hands. Wow.. now your gun is smarter than the person using it.. Great.

Machine/Tech Link

N

2

100

This is the Techie's cy-modem link. What better way to control that robo-arm than by jacking into it and using neural impulses? Just don't jack into the toaster, or people will start to wonder if you have a machine fetish or something.

Datajack/Dataterm Link

N

2

100

Allows for the direct transit of data from a DataTerm or some other external device to internal memory. In short - you can jack into a Data Term and download the scream sheets to internal memory instead of printing it all out. Wow.. It's really a great thing 'til you get data seepage or something. But hey.. that only happens in the movies, right? Yep.. and the corps really care about Deforestation and the general rape of the world.. Yep.

Interface Plugs

N

2/pair

200

Yeah - you got the Smartgun link and the cybermodem link.. Great. You're all set to jack right in! Right? WRONG-O BUCK-O! Where the frack you gonna put that access cable? Up yer freakin' nostril? Frack it - I don't WANNA know where you might put it, but it's prolly wrong. You need the IF Plugs so you got someplace to put the cables. Kinda makes for necessity.

Chipware Socket

N

2

200

Woohoo.. Chipware, the best thing to happen to the world of crash course learning since the subliminal tape. Slot a chip, and get instant skills. One Socket can hold upto 10 chips. See below.

Memory Chips

-

0

100-600

MRAM chips. Literally a library in your pocket. Instant memory access to a whole database of info. From bartending recipes down to damned language chips. A chip is rated from +1 to +3 and is applied to the appropriate stat. (Basic, intermediate, and advanced for those of you who get hives looking at a character sheet, but remember, even advanced will only be like having read up on the subject, not make you the world's expert. Connesse has a Hoyle's Bartending MRAM and she STILL puts olives in sodas and cherries in martinis.) For example, a Japanese +3 MRAM chip gives you a 'virtual' skill of 3 in the Japanese language. Great, huh? Now instead of being totally baffled by Japanese, you THINK you know it and end up insulting Mr. Shirokuri's entire lineage. You could find a lot of pain that way..

Reflex Chips

-

0

100-600

Ever wish you could just pop in a magic chip and know Karate? yeah? Sorry, bucko - there ain't no magic. But there ARE reflex chips. They allow you to learn a reflex action like Karate, or Rifle shooting, in a matter of days. Again, they're rated +1 to +3.. the major diff. 'tween these and MRAMs? Well. With these you gotta 'chip in'. This is where the chip learns your body and gets things so they work right. For every +1 of the chip, you gotta practice 2 days. Sounds like a big hassle - but you can learn 3 points in Karate in 6 days.. no small feat. (That, by the way, would put you up around a brown belt.) In short, though.. nothing beats realtime experience and knowledge.

Note: One can never exceed the level of the bonus incurred by the chip. In other words, so long as one is using that Karate +3 chip, one can never get above level 3 in karate. You gotta strip the chip out and start at ground zero. The lesson here? Don't rely totally on chips for skills - learn them yourself. It's cheaper and more reliable.

 

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