Cyberware
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SC
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HL
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Cost
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Description
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Neuralware Processor
|
M
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3
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1000
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Basic processor for any neuralware implants.
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Kerenzikov Boosterware
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N
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3/level
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500
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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!!
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Sandevistan Speedware
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N
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2
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1600
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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.
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Tactile Boost
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N
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2
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100
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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)
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Olfactory Boost
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N
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2
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100
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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.)
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Pain Editor
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N
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6
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200
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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.)
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Cybermodem Link
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N
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1
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100
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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.)
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Vehicle Link
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N
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3
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100
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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!
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Smartgun Link
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N
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2
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100
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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.
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Machine/Tech Link
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N
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2
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100
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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.
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Datajack/Dataterm Link
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N
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2
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100
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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.
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Interface Plugs
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N
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2/pair
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200
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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.
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Chipware Socket
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N
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2
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200
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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.
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Memory Chips
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-
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0
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100-600
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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..
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Reflex Chips
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-
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0
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100-600
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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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