One of the most important aspects of cybertech is
invisible to the naked eye. This type of enhancement,
known as neuralware, is usually in the form of tiny
co-processing chips and nerve amplifiers that increase
existing abilities.
The basic neural processor is a "switch-box"
implanted into the lower spine, and is used to route
signals from external cyberwear to the central nervous
system. It is the main system for any type of neural
interface, including reflex boosters, interface plugs,
weapon, DataTerm and vehicle links, mini-computers and
sensory augmentations. The Neural processor has a small
inspection space which allows secondary co-processors to
be inserted into the basic processor module. This makes
upgrading a process of opening the inspection space in a
sterile environment and inserting the new co-processors.
Implanting a neural processor is far easier than one
would expect, thanks to the science of nanotech. The
basic module is surgically affixed to the spine, where it
releases a flood of nanosurgical units into the spinal
column. These microscopic machines thread tiny linkages
through the central nervous system, hooking nerve endings
to the neural processor. This process takes some time
(1D6+7 days) before the nanosurgeons have worked their
way through the entire body and all the connections are
hooked up to the neural processor.
These are specialized
"add-ons" which can be plugged into the main
neural processor at any time; the whole process takes
about an hour and can be performed in any walk-in clinic.
Some, like reflex boosters, allow you to improve your
reactions and perceptive abilities to inhuman levels;
others, like link co-processors, allow you to interface
with computers, databases, vehicles and other machines.
Once you have the basic neural processor, you can jack in
as many options as you like.
Reflex Boosters: These are
specialized TRC co-processors that amplify and speed up
signal processing. The biggest advantage to a REFLEX
boost is its ability to increase a character's initiative
rolls in combat. There are two types of Reflex
co-processors (also known as boosterware). Note:
this is the only type of boost which can be used with the
Boostmaster enhancement in Solo of Fortune.
You may only select one type of boosterware (and you may
not combine multiples of a single type of boost).
Kerenzikov boosterware is always
activated; the character is always reacting with a higher
than normal reaction speed. Since Kerenzikov often boosts
responses to greater than 10, it has a high humanity
cost, as the user must learn to readjust his or her
actions to a world that appears to be moving in slow
motion. Because of this, Kerenzikov boost can be
installed at two levels of augmentation (+1 or +2 to
Initiative, HL is 1D6 or 2D6).
Speedware (also known as Sandevistan)
kicks in only when desired, eliminating much of the need
to adapt one's entire life to an inhumanly fast reaction
time. The character must first subvocalize a mental
command word before boost is activated, then wait one
turn before the boost kicks in. He will remain boosted
for five full turns (+3 to initiative rolls) before the
boost cuts out. He must then subvocalize the command
again, and wait 2 turns before regaining a boosted state.
Speedware's big advantages are in lower humanity costs
and improved performance; because the body isn't
"on" all the time, more can be drawn from it
during the boost mode.
Tactile Boost: This increases any
Awareness roll involving touch by +2. The boost can be
turned on or off at will, taking one turn to do so.
Pain Editor: This coprocessor
overrides the pain receptors of the brain, making the
subject impervious to torture, deprivation or physical
hardship. It doesn't mean he isn't getting hurt, just
that he won't notice it until he collapses (make
Endurance Skill checks, but at two levels of difficulty
lower than normal).
Olfactory Boost: This increases any
Awareness roll involving smell by +2. In addition, the
subject adds +2 to his Shadow/Track skills (he can track
by smell), and has a 50% chance of locating a scent to
begin tracking with unless the target has taken
particular pains to disguise its scent). The boost can be
turned on or off at will, taking one turn to do so.
Links: Links are specialized
co-processors that allow you to translate signals from
the device you want to run into your neural code. There
are five major types of link; you must have the proper
link in order to run that type of device.
Cybermodem Link: This is the
basic processor that translates Net information into
images. It replaces the more limited interface
programs of the early 'teens, and allows the
Netrunner to perceive a wider variety of environments
than its predecessors.
Vehicle Link: This allows the
user to control a vehicle through direct mental
control. Cybervehicles include cars, AV-4s, aircraft,
rotorcraft or motorcycles which have had their normal
control systems replaced by a computer. The character
plugs directly into the computer using interface
plugs and cables, sending commands through his own
nervous system. Power servos then steer wheels,
depress accelerators, and control braking.
Cybervehicles are inhumanly responsive - like driving
an extension of yourself. As a result, a
cyberassisted vehicle will automatically give you a
+2 on any driving, piloting or motorcycle driving
skill you are using at the time. To modify a normal
vehicle to cybervehicle stats costs an additional 40%
of the base vehicle cost.
Smartgun Link: Smartguns are
modified versions of normal firearms, linked to an
internal microcomputer, which in turn is jacked to a
human operator. A smartgun uses a small sonic or
laser projector to lock onto the target, scanning it
thousands of times per second. As the gun traverses
the desired target, the computer link picks up your
mental fire signal (or incoming data from the
targeting reticule of your cyberoptic) and triggers
the gun. Smartguns are far more accurate than most
other guns; using them automatically gives you a +2
to any firearms attack you are making. The cost of
adapting a normal gun to smartgun configuration is
twice the normal cost of the gun.
Machine/Tech Link: This allows
the user to interface with (and control) any
auto-factory or heavy machine operating from a
MLINK-based control system. You can also control
small machines/appliances in non-factory situations.
DataTerm Link: This co-processor
allows the user to directly access and store
information from a DataTerm, transferring it to a
Times Square Marquee, or a LCD screen for display (in
game terms, this allows the character to access
information as if a DataTerm were available, even if
it isn't).
Interface Plugs: These are the staple
of Cyberpunk culture. Usually installed in the
bones of the wrist, spine or skull, they tap into major
nerve trunks and interface with the neural processor to
send and receive signals. The plug itself can be used to
insert information and reflex "skill chips", or
as a plug in for a set of interface cables (allowing you
to directly control any device you have the proper
"link" with). In game terms, interface plugs
allow the player to directly link to many types of
machines, such as cybermodems or cybervehicles.
Interface plugs are quite common; many companies will
even pay for their installation. Quite a few factory and
construction workers now "stud" directly into
their machines. Interface plugs are critical to people
like Netrunners (who must have them to gain the speed and
ability to run the Net), and Solos (who use them to
operate smartguns).
Most people wear their plugs on wrists for ease of
use. Occasionally, a true cybertechie will mount them at
the temples (a plug head), just behind the cars (called a
frankenstein) or in the back of the head (a puppethead).
Some cover them with inlaid silver or gold caps, others
with wristwarmers. Once again, a matter of style.
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