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.
|