There are a wide variety of cybernetic devices
available to the man on the move in the 2000's. But the
basis for all these newtechs is chipware (also known as
wetware by some), bio-plastic circuitry that allows the
human body to mesh with the power of silicon
microprocessors.
There are two types of chipware; reflex (APTR) chips
and memoryware (MRAM) chips. Each piece of chipware
operates exactly like the skill of the same name. To use
chips requires two separate installations: a neural
processor located at the base of the spine, which
translates the chip data into useful information, and a
set of interface plugs or chipware sockets.
The chip itself is a small, transparent sliver about
an inch long, often color-coded for identification. It is
inserted into the interface plug point down. It takes one
turn to change chips. You may "run" as many
separate chip programs at one time as your current INT
stat.
Example: My INT is 7. This means I can have up to
seven different program chips operating at one time. I
could be chipped for Karate, AV-4 Piloting, Pistol,
Assault Weapons, AV-4 repair, Play Instrument and
Specific Knowledge: Rock Songs of the 1960s. However, I
could not use any other chips until I'd removed one of
these seven.
Having chipware is like having instant skills whenever
you want them. The problem is, chipware is expensive, and
limited to only the lowest levels of a specific skill
(from +1 to +3). To progress further, you would have to
have a specially designed chip built at a higher level
(not an easy proposition). A natural skill, on the other
hand, progresses by use and this increase in ability
costs nothing except time.
Another problem with chips is that unlike natural
skills, you can't learn to become better. If you're
chipped for a Karate of +2, you'll be at that
level of skill until you die, no matter how many fights
you get into. You also can't combine natural and
chipwared skills; for example, combining a chipped Karate
of +2 and a natural Karate skill of +5 for a total of +7.
The programmed responses of a chip will always override
natural responses, setting the user's level of skill
equal to that of the chip.
Chips are best used when you need to know a lot of
things all at once, but not very well. With chips, you
can become a limited martial artist, pilot, driver,
marksman. You can know a little bit more than you did
before about a variety of subjects, but nowhere near as
much as you would if you'd hit the books and studied.
Reflex (APTR) Chips: These are chips
for Reflex-based skills only, such as weapon firing or
hand-to-hand combat knowledge. These Augmented Programm
TRCs feedloop - record a specific neural signal from one
source, record it in memory, then use the recording to
activate a series of muscle reactions in another source.
Theoretically, these chips should allow even the lowliest
"grunt" to have the skills of a karate master,
the shooting ability of Wyatt Earp, and the reflexes of
an Olympic athlete. But the limits of programming
restrict what you can learn from a chip to a relatively
low level (about +1 to +3).
In addition, a Reflex chip must adapt to your specific
neural and muscular patterns, adjusting its instructions
to fit your body and vice versa (after all, the karate
master who was the pattern for the chip might have been
five foot ten and you might be six foot three). It learns
your body movements by sampling your responses as you
practice using the chip. This process is known as
chipping in and is required before the chip can be fully
functional.
Chipping in takes two full days of practice for every
level of, the chip. This means, for example, if you've
been chipped for Martial Arts +3, it will take
six days of practice before the chip has
"learned" enough about your body to be fully
functional. If you only get two days of practice, the
chip will function as a level +1 - practice for four
days, and it's raised to +2.
Memory (MRAM) Chips: These are chips
for information only, used for storage of raw data on a
specific subject. A memory chip operates just like a
skill of the same type, is rated from +1 to +3, and is
applied to the same stat as the original skill (for
example, AV-4 Tech would be combined with your
TECH stat, while a Language chip would relate to
your INT stat). MRAM chips do not require a previous
knowledge of the skill involved and have no chipping-in
time.
Chipware Socket: A small socket used
only for inserting chipware (see above). With a chipware
socket, you can use your interface plugs to control other
things (such as weapons or vehicles), white still having
access to MRAM and APTR information. Holds 10 chips.
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