Cyberware - Brain and Nervous System
|Brain and Nervous System Cyberware Table|
|Chaperone Implant||Enemy (Watcher), Honesty||Major||$15,000||-30||4|
|Agility Enhancer M1||DX+2||Major||$7,500||15||4|
|Agility Enhancer M2||DX+4||Radical||$40,000||40||3|
|Gyroscopic Balance||Perfect Balance||Major||$5,000||5||3|
|Neural Boost||Altered Time Rate 1||Radical||$40,000||20||2|
|Accelerated Reflexes||Extra Attack 1||Radical||$30,000||15||2|
|Wireless Braintap||Radio (Send-Only Sensie)||Radical||$12,000||8||3|
|BIOS Implant||Metabolism Control 1||Major||$10,000||6 Points||3|
|Neural Jack||Cable Jack (VR)||Major||$2,500||5 Points||3|
|Wireless Neural Interface||Cable Jack, Radio (VR)||Major||$5,000||10 Points||3|
|Adaptive Neural Interface||Cable Jack, Radio (Immersion)||Radical||$15,000||15 Points||3|
|Nerual Interface Adapter||Neural Interface, Mind Probe (Cybernetic)||Radical||$70,000||35 Points||2|
|Computer Implant||Computer Implant, Photographic Memory||Major||$2,500||5 Points||4|
|Integrated Computer Implant||Computer Implant, Computer Brain||Major||$35,000||35 Points||3|
|Personality Mirror||Computer Brain (Alternate Form Only)||Radical||$80,000||40 Points||2|
|Personality Wipe||Janissary Tempalte||Radical||$100,000||Varies||2|
|Chip Slot||Modular Abilities||Major||$11,000||32 points||4|
Central Nervous System and Brain Implants
Rossum Universal Industries “Chaperone” Parole Implant
The Chaperone Implant is designed for parolees; it constantly monitors them, making certain they obey the conditions of their parole. Parolees are capable of breaking their parole, but doing so risks swift and immmediate punishment – any time the parolee breaks their parole, roll against the Self-Control roll for Honesty. If it succeeds, then the implant doesn’t detect the violation. If it fails, then the implant immediately contacts higher authority and begins to punish the parolee through the infliction of pain – this starts at Moderate Pain and lasts for a minimum of ten seconds, but if the parolee continues to violate their parole it swiftly steps up to Severe Pain, then Terrible Pain, before finally reaching Agony. The implant has a communications range of 5 miles and can piggyback upon the cellular grid.
Statistics: Enemy (Authorities; Apperance Roll: 12-, x2; Watcher, x1/4) [-15], Radio (Immersive Interface, +80%; Reduced Range, x1/2,
10%; Uncontrollable, -30%; Send Only, -50%; Cyberware, -40%) 5, Social Stigma: Criminal [-5], and Honesty (SC: 9, x1.5; Involuntary, -50%; Pain Enforcement, +50%) [-15].
Armatech “Burn Out” Agility Enhancer M1
A predecessor to the now more common “Speed Demon”, by replacing and augmenting the user’s nervous system and spinal cord with electronic components, the Agility Enhancer can greatly increase their dexterity and agility. This older version lacks the muscle memory module, however, and can’t boost the user’s agility to quite the same level as the Speed Demon, making it less desirable than the newer model.
Armatech “Speed Demon” Agility Enhancer M2
By replacing and augmenting the user’s nervous system and spinal cord with electronic components, the Agility Enhancer can greatly increase the user’s dexterity and agility. The user may also choose to ‘program’ a specific set of movements into their muscle memory by performing the task once – then, they may repeat that same task at high-speed with perfect accuracy, perfectly mimicking their earlier movements. Watch out, however – this won’t take into account changing circumstances! Treat this as being able to ‘record’ the result of a previous DX-based roll, but with penalties for any conditions that have changed. The GM will assess the penalties, but use in combat will typically be such a high penalty as to guarantee critical failure (-10 or more).
Armatech “Highwire” Gyro Balance
This implant replaces a section of the inner ear with a high-precision gyroscope which, coupled with a number of small sensors located elsewhere on the user’s body, greatly augments your sense of balance.
Statistics: Perfect Balance (Cyberware, -40%)  and Total Klutz (Mitigator, -70%) [-4].
Armatech “Hardfire” Neural Boost
Originally developed for military fighter pilots, large sections of the nervous system are paralleled by a system of electronic nerves and computer hardware which can be switched on for a limited time. After about a minute, the physiological effects of the cyberware cause the user’s internal temperature to skyrocket, severely straining his system. This costs 1 FP immediately upon activation and 1 FP every 10 seconds therafter. While under its effects, the user finds it difficult to communicate, suffering a -2 penalty to Diplomacy, Fast-Talk, Performance, Public Speaking, Sex Appeal, Singing, and reaction rolls made where conversation is required. For ten minutes after the neural boost is active, they suffer a -2 penalty to DX due to the shakes that accompany the boost.
Statistics: Altered Time Rate 1 (Cyberware, -40%; Low Signature, +10%; Temporary Disadvantage, Aftermath, -2 DX, -20%; Temporary Disadvantage, Stuttering, -10%; Costs 1 FP per 10 Seconds, -20%) .
Cybernetic Design “Speedware” Accelerated Reflexes
Large sections of the nervous system are replaced by a system of electronic nerves and computer hardware, allowing the user to rapidly engage targets with multiple weapons at once.
Statistics: Extra Attack 1 (Cyberware -40%) .
GenTech “Starcast” Wireless Braintap
Sensie stars, journalists,and other professionals use this advances implant communicator to transmit experiences as sensies. There is a version that uses a cable jack but that’s strictly used by amateurs nowadays.
Statistics: Radio (Reduced Range, x1/10, -30%; Secure, +20%; Immersive Interface, +80%; Send Only, -50%; Cyberware, -40%) .
GenTech “Healthspy” Biological Operating System Implant
This implant controls biofeedback systems and diagnostic monitors, as well as nanomachine drug factories that help the user manage his body’s physiological state.
Statistics: Alcohol Tolerance, Deep Sleeper, No Hangover (Cyberware, -40%)  plus Metabolism Control 1 (Cyberware, -40%) .
GenTech Neural Jack
This communications interface socket implanted in the body (usually the back of the neck, base of the spine, or skull) permits the user to control electronic devices using his mind. It picks up electronic impulses and translates them into electrochemical signals in his brain, making a HUD display unnecessary. The user can plug an optical cable into it and connect to a phone line, modem, etc.
Statistics: Cable Jack (VR, +40%; Cyberware -40%) .
GenTech Wireless Neural Interface
Does what the Interface Jack does but also includes a wireless neural interface radio with a one-mile range. It can also function as a radio communicator.
Statistics: Radio (Reduced Range, x1/10, -30%; Secure, +20%; VR, +40%; Cyberware, -40%)  plus Cable Jack (VR, +40%; Cyberware, -40%) bought as an alternative ability to Radio .
Cybernetic Design “Avatar” Adaptive Neural Interface
An extremely high-end military-grade neural interface implant, the adaptive neural interface includes a number of logic co-processors and specialized hardware to make even the most difficult jobs seem simple – when you’re plugged in, anyways. The interface allows you to ‘become’ any compatible computer or computerized machine, giving +4 to all skill rolls for utilizing its systems while connected in deep VR, including rolls for Computer Operation, Computer Hacking, Electronic Operations, Gunner, Driver, or Pilot. You gain only a minimal +1 bonus to skill rolls from connecting to an item and utilizing an augmented reality interface rather than total VR.
Statistics: Radio (Reduced Range, x1/10, -30%; Secure, +20%; Total Immersion, +80%; Cyberware, -40%)  plus Cable Jack (Secure, +20%; Total Immersion, +80%; Cyberware, -40%) bought as an alternative ability to Radio .
Rossum Universal Industries “Hardline” Neural Interface Adapter
The ‘Hardline’ neural interface is a favorite of corporate espionage experts. Including a hardened military-grade wireless and cable-jack interface in a civilian-seeming shell, the Hardwire is almost impossible to distinguish from Cybernetic Design’s ‘Avatar’ interface jack.
The primary differing feature between the Hardline and the Avatar is a specialized superconducting quantum interference device, or SQUID, called a ‘Penetration Adapter’. This device, built into the neural interface jack, is connected to the target computer. Once connected, the device penetrates and bypasses the target computer’s defenses, allowing the user to read anything on the target computer.
When using the Penetration Adapter, make a skill roll against Computer Hacking at a penalty equal to the target’s Complexity minus 5. Success lets you look at the most relevant file or piece of information. For example, you could ask for “the most recent budget file” or “a breakdown of how many users are on this system.” If you fail, you can try again, at a -2 penalty per repeated attempt until one hour has passed to find the same file or datum, and if you fail by 5 or more the system is alerted to your presence. The Penetration Adapter does not allow you to alter any files on the system; everything you interact with is in a ‘read-only’ mode.
If you succeed at the Computer Hacking roll, you may also choose to mirror all of the data on the target computer on one of your own. The mirroring computer must have enough storage space to hold the data on the target computer. The extreme data transmission this requires is physically taxing, costing 2 FP as the neural interface heats up to dangerous levels. This process takes one minute times the target computer’s Complexity.
The adapter may also be used to create a mapping of a target’s brain similar to a HyMRI by connecting through the target’s neural interface jack; treat this as mirroring a Complexity 5 computer. This may be used for medical reasons or, more commonly, to create a personality package to use in conjunction with the Personality Mirror architecture.
Statistics: Mind Probe (Cybernetic, -50%; Blood Agent, -40%; Reduced Time 3, +60%; Reliable 5, +25%; Cyber Organ, -60%; Shielded, +20%; No Signature, +20%)  plus the Mirror power technique  plus Radio (Reduced Range, x1/10, -30%; Secure, +20%; Total Immersion, +80%; Shielded, +20%; Cyberware, -40%) bought as an alternative to Mind Probe  plus Cable Jack (Shielded, +20%; Secure, +20%; Total Immersion, +80%; Cyberware, -40%) bought as an alternative ability to Mind Probe .
GenTech Computer Implant
You have a computer directly implanted into your body and connected to your mind. This computer must weigh less than 5 pounds; if it weighs over 0.1 lbs, it is installed adjascent to the spinal column, and if under it is installed inside the cranium. The price for this computer is not included in this implant – purchase it separately with cash.
Statistics: Accessory: Implanted Computer ; Photographic Memory (Cybernetic, -40%; Only What's Recorded, -20%) .
Rossum Universal Industries Integrated Computer Implant
This high-quality computer implant directly interfaces with the recipient’s mind, allowing them to access a number of digital ‘Skill Programs’ that adapt and interact with the recipient’s mind and nervous system. This gives the recipient the skill or advantage that the package details. ‘Skill Programs’ are created using high-definition HyMRI recordings of people with the appropriate skills. Skill programs cost $100 per character point.
Statistics: Accessory: Implanted Computer ; Photographic Memory (Cybernetic, -40%; Only What's Recorded, -20%; Shielded, +20%; Low Signature, +10%) ; Modular Abilities 2x4 (Computer Brain; Cyber, -40%) . Advanced models coupled with the Personality Mirror implant replace the Modular Abilities with equivalent points in the Personality Mirror implant's Morph pool.
Cybernetic Design “Skilldex” Cognitive Enhancement Package
4/level, 8/level, or 12/level
The ‘Skilldex’ implant series is actually an entire category of specific enhancements, all designed to augment the user’s ability to perform a specific set of tasks. These implants interface directly with the recipient’s brain and nervous system, providing a number of dedicated processors, memory storage units, and specific skill programs in order to enhance the recipient’s aptitude at a number of related tasks.
Choose a single Talent, such as Mathematic Ability, Language Talent, or Business Acumen. Apply the Cyberware, -40% modifier to that talent; you may take up to four levels of Talent.
Statistics: Talent (Cyberware, -40%; Shielded, +20%) [4/level, 8/level, or 12/level].
Rossum Universal Industries “Doppelgeist” Personality Mirror Architecture
40 Points + 1 per Morph Pool
The Doopelgeist implant, named after the German words for ‘Double’ and ‘Spirit’, is a radical re-shaping of the brain with computer circuits and electronic nerve clusters. The implant is designed to be well-hidden from medical and security scans, as one of its primary purposes is espionage and infiltration.
The Personality Mirror architecture allows a subject to activate ‘personality packages’ – mixed bags of traits such as Talents, Skills, and Disadvantages. These packages are created from editing a HyMRI mapping of a target subject’s brain; this is a process similar to that involved in creating a Shadow AI. This map is altered and cut down to the components that the programmers desire and nothing else; for example, a map of a highly-skilled soldier might be edited down to the Combat Reflexes and Gunslinger advantages and the Guns and Soldier skills. Commonly, negative traits are difficult to decouple from the positive traits – in this example, the Bloodlust and Code of Honor (Soldier’s) disadvantages might have been left in the personality package.
The HyMRI mapping technique is not currently accurate and powerful enough to deliberately record memories; an unedited map plugged into someone with the Doppelgeist architecture will have all of the mental traits of the subject, but none of the episodic memories – they will effectively have partial or total amnesia.
Editing a personality package requires access to a HyMRI mapping of the subject (or one created by using the ‘Hardline’ neural interface adapter) and a Computer Programming (AI) skill roll. You may edit out traits you do not want to include, but you may not add in traits from elsewhere, and you may not mix two different personality maps together.
Using any personality map of a subject, even one edited down to remove all of the subject’s traits, allows you to use the Acting skill to impersonate the subject at no penalty.
You may only adopt a personality package that you can afford using your ‘Personality Pool’. Switching personality packages takes ten seconds.
Personality packages may be purchased from Rossum Universal Industries for $2,500 each.
The HyMRI mapping technique has the unintended side-effect of occasionally ‘bleeding’ the personality or memories of the subject into the user, typically in high-stress situations. In stressfull situations, make a Self-Control roll (12-); if you fail, you begin having mild hallucinations and flashbacks from the original subject’s memory for the next 2d seconds, giving a -2 penalty to all success rolls during that time period. Further, while you utilize the personality package your personality changes to be closer to that of the original map; this is similar to the Split Personality disadvantage, and you suffer a -3 reaction penalty from anyone witnessing a change in your personality.
Statistics: Modular Abilities (Computer Brain, 1x23; Mental Alternate Forms with Once On, Stays On Only, -50%; Cyberware, -40%; Shielded, +20%; No Signature, +20%; Personality Bleed, -10%) . Add 1 point per point added to the 'alternate form' pool.
Rossum Universal Industries “Tabula Rasa” Personality Alteration Process
The ‘Tabula Rasa’ Personality Alteration Process is a radical method of dealing with criminals, primarily in use in the Canadian States. Through extensive cybernetic brain modification, the recipient’s mind and personality are erased and replaced with a blank slate, which is then carefully reprogrammed in order to change the recipient from a criminal into a useful, productive tool known as a Janissary. The intended result is almost an automoton, a creature with no conciounse, no fear, and no free will, willing to perform any task given from a designated master, while still retaining normal human levels of intelligence and skill. A perfect servant, owned free and clear by Rossum Universal and leased via contract to interested parties.
The actual result doesn’t quite live up to these lofty goals. Recipients of the process retain a shadow of their original personality and occasionally experience brief flashbacks to their old life. These ‘shadows’ aren’t generally strong enough to completely overcome the conditioning, but recipients of this process are rarely completely comfortable with their life, and the conditioning only forces them to follow the letter of their orders, not the spirit.
Statistics: One of the Slate metatraits.
Cybernetic Design “SkillzSet-3” Chip Slot
A socket is installed, usually at the back of the skull, which allows the user to “slot” datachips bearing music, sensies, databases or – most importantly – dedicated Expert software for IQ or DX based skills. The standard socket has three slots for chips and each chip can hold up to a 4cp “Skillchip”, giving access to a skill at either level 12, if not previously known, or at +1 to skill level if already known by the user. Skillchips cost $1,000 per cp.
Statistics: Modular Abilities (Chipslots) 12 (Cyberware -40%) ; Accessory (Subduction Personal Stereo System) (Cybernetic, -40%) .
Setting • Characters • Cyberware • Gear • Weapons • Armor • Drugs • Netrunning • Action • Credits
Main • Acquisition • Complications • Statistics
Nervous System • Sensory Organs • Skin • Arms and Hands • Legs and Feet • Wetware • Other