cyberware_brainware

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/ Equipment > Cyberware > Headware > Brainware

/ Equipment > Cyberware > Headware > Communications

/ Equipment > Cyberware > Headware > Riggerware

/ Equipment > Cyberware > Bodyware

/ Equipment > Cyberware > Bodyware > Cyberlimbs

Cyberware Essence Cost Availability Street Index Legality
Headware
Brainware
ASIST Converter
External Plug-in 50¥ 4/24 hrs 1 Legal
Datajack Accessory 1,000¥ 6/36 hrs 1.5 Legal
BattleTac Cyberlink 0.2 30,000¥ 12/30 days 4 2P–R
Chipjack 0.2 1,000¥ 3/72 Hrs 0.9 Legal
Chipjack Expert Driver 0.1/Rating 5,000¥ x Rating 4/48 Hrs 1 Legal
Cranial Bombs
Kink Bomb - 28,000¥ 12/14 Days 1.5 2-R
Microbomb - 65,500¥ 18/48 Hrs 1.25 2-R
Area Bomb - 500,00¥ 20/14 Days 1 2-R
Cranial Cyberdeck
Allegiance Sigma 1.9 14,000¥ 4/1 Wk 0.8 4P–S
Sony CT–360–D 2.5 75,000¥ 6/2 Wks 1 4P–S
Novatech Hyperdeck-6 2.7 150,000¥ 6/2 Wks 1 4P–S
CMT Avatar 2.8 300,000¥ 8/2 Wks 1 4P–S
Renraku Kraftwerk-8 2.9 450,000¥ 10/1 Mo 1 4P–S
Transys Highlander 3.0 700,000¥ 14/1 Mo 1 4P–S
Novatech Slimcase-10 3.2 1,500,000¥ 18/1 Mo 1 4P–S
Fairlight Excalibur 3.5 2,000,000¥ 24/2 Mo 1 4P–S
Data Compactor
Rating 1 0.1 9,500¥ 6/60 Hrs 1 Legal
Rating 2 0.15 19,000¥ 6/60 Hrs 1 Legal
Rating 3 0.2 28,500¥ 6/60 Hrs 1 Legal
Rating 4 0.25 38,000¥ 6/60 Hrs 1 Legal
Data Filter 0.3 5,000¥ 6/36 Hrs 1.5 Legal
Datajack 0.2 1,000¥ Always 0.9 Legal
Data Lock 0.2 1,000¥ + Encryption Costs 6/36 Hrs 1.5 As Encryption
Encephalon
Rating 1 0.75 40,000¥ 6/12 days 2 Legal
Rating 2 1.5 115,000¥ 6/12 days 2 Legal
Induction Datajack 0.3 3,000¥ 5/4 days 2 Legal
Induction Adaptor 100¥ 4/48 hrs 1.5 Legal
Invoked Memory Stimulator 0.25 100,000¥ 10/2 mo 4 3P–Q
Knowsoft Link 0.1 1,000¥ 3/24 Hrs 1 Legal
Math SPU
Rating 1 0.1 2,000¥ 6/60 hrs 1 Legal
Rating 2 0.15 5,000¥ 6/60 hrs 1 Legal
Rating 3 0.2 11,000¥ 6/60 hrs 1 Legal
Memory MP / 300 MP x 150¥ 3/24 Hrs 0.8 Legal
Multi-slot Chipjacks
2 Slots 0.25 2,000¥ 3/72 hrs 0.9 Legal
3 Slots 0.3 3,000¥ 3/72 hrs 0.9 Legal
4 Slots 0.35 4,000¥ 3/72 hrs 0.9 Legal
RAS Override 0.05 1,000¥ 4/48 hrs 1 Legal
Router 0.1 1,000¥ Always 1 Legal
Each Port 0.01 200¥/500¥* Always 1 Legal
Tactical Computer 0.7 400,000¥ 12/60 days 4 2P–R
Each Dedicated Port 0.1 10,000¥ 12/60 days 4 2P–R
Each Generic Port 0.1 5,000¥ 12/60 days 4 2P–R
Tactical Sense Program 5,000¥ 8/1 mo 4 6P–R
BattleTac Modification +10,000¥ +6/— 4 2P–R
Tooth Compartment
Breakable - 700¥ 3/48 Hrs 1.5 10P-Q
Storage - 1,500¥ 2/48 Hrs 1.25 Legal

1

Headware

It is easy to determine which items fall into the headware classification. Any cyberware that is implanted in the head is considered headware, which ranges from the exotic (cyberskulls) to the mundane (datajacks). Perhaps the most useful of all cyberware, headware’s proximity to the brain also makes it some of the most dangerous to install. The fact that pieces of the skull need to be removed or drilled through in order to install headware allows the body’s most important organ to be exposed and, in some cases, damaged. This risk has in no way diminished the popularity of datajacks, radios, additional memory and other accessories.
Headware is subdivided by function into senseware, matrixware, riggerware, communications and brainware.

53

BRAINWARE

Brainware is the catchall category for headware and includes such items as headware memory, advanced-function processors such as the tactical computer, tooth compartments and even cortex bombs. The brainware classification originally described only headware designed to enhance (and even outperform) the brain, but the proliferation of unique pieces of gear that were difficult to categorize expanded the scope of this classification.

54

ASIST CONVERTER

An ASIST converter converts simsense signals (transferred through a datajack) into something the metahuman brain can understand, and vice versa. All simdecks, cyberdecks, remote control decks and other direct neural interface devices contain this technology.
Game Effects
Otaku who wish to jack into the Matrix without a cyberdeck need an ASIST converter to translate data to and from their datajack. ASIST converters come as external plug-in modules or as an integral datajack modification (which costs no extra Essence).

55

BATTLETAC CYBERLINK

This implant is the cybernetic model of the BattleTac receiver unit. When linked to a radio, this headware receives the BattleTac data and uses it to build a tactical map, which can be displayed through the user’s image link or output via datajack to another display device. In game terms, the user of this implant uses the Small Unit Tactics Skill more effectively and can take advantage of other BattleTac features such as indirect fire.

The BattleTac cyberlink can also translate cybernetic sensory systems that are linked to it into BattleTac protocols, which can then be transmitted via linked radio to the BattleTac master unit, where it can be used as sensory input.
If installed with an orientation system, the BattleTac cyberlink is purchased at half its cost and Essence cost.

56

CHIPJACK

This specialized type of datajack allows the user to mentally access datasofts and knowsofts. If the user also has skillwires, he or she can also access activesofts. Only one chip can be used in a chipjack at a time, though a user can have more than one chipjack.

57

CHIPJACK EXPERT DRIVER

This device improves a chipjack so that skillsofts may be interpreted and processed more efficiently. Essentially, it allows the user to apply the skills and knowledge of a skillsoft with greater effect. The expert driver can boost the effectiveness of any skillsoft, from tai chi to Italian cooking.
Game Effects
A chipjack expert driver grants a Task Pool, equal to its rating, to be used with the skill encoded on a chip (see Task Pool, p. 48). The maximum rating for this device is 3.
This accessory must be purchased separately for each chipjack.

58

Cranial Bombs

These devices are an illegal method of coercion that offers the ultimate headache. There are three types of cranial bombs: kink bombs, micro-bombs and area-bombs.
The kink bomb is a tiny device specifically set to harm only a part of the victim’s head. It can be set to destroy headware memory, data filters and so forth, or to damage the brain and cause certain effects: blindness, stuttering, hearing loss and so on. The microbomb is just powerful enough to kill the bearer. The area bomb, also known as the cranial nuke, is a piece of high-grade plastic explosive big enough to have a blast radius. It will kill the bearer and injure others nearby.
Cranial bombs can be remote or time-detonated, or even set to discharge by sound recognition. If built to do so, a cranial bomb automatically kills the bearer. Area bombs can be purchased at Power Levels 3 through 8 and Damage Levels of M through D. All reduce their blast effects at a rate of –1 per meter.
Cranial bombs can also be placed in other parts of the victim’s body, though the head is most common. Favorite alternative targets for kink bombs inlcude certain pieces of cyberware and the spinal column.

59

CRANIAL CYBERDECKS

Cyberdecks may be installed as a cranial interface, popular because they have a high concealability and easy mobility and are generally very convenient.
Game Effects
These cranial cyberdecks use the standard rules for cyberdecks. The cranial cyberdeck cost does include the external datajack.
Memory: In twentieth-century terms, active memory serves as implanted RAM. It cannot be used for any other purpose than for active utilities.
Headware memory (p. 298, SR3) can be used for both active and storage memory. Other linked memory sources may also be used for storage memory (but not active memory). Active and storage memory costs are not included in the costs shown below and must be purchased separately.

60

DATA COMPACTOR

Compactor logic circuitry is an accessory to headware memory. It increases data-storage capacity by using advanced data-compression algorithms. Stored data is compressed, then uncompressed automatically when needed.
Game Effects
A data compactor decreases the size of data downloaded into headware memory by 20 percent per rating. For example, a Rating 3 compactor would decrease a 100 Mp file by 60 percent; the file would effectively take up only 40 Mp of headware memory. A character with this accessory can choose to not compress a file when placing it in headware memory.
Accessing or transferring data to and from headware memory normally requires a Simple Action. Compressed data takes a bit longer to access, depending on how tightly the data is packed. Accessing data from Rating 1 and 2 compactors still requires only a Simple Action; accessing data from Rating 3 and 4 compactors requires a Complex Action.
Compressed data must be uncompressed in order to be read (this can also be done by a decker with a compressor utility).
Compactor cyberware can be integrated with a Data Lock (p. 298, SR3) and installed as a joint package. Reduce the compactor’s cost and Essence cost by 50 percent when installed with a data lock.

61

DATA FILTER

The data filter, when activated, blocks the flow of information from short- to long-term memory. The user cannot later recall or remember anything that happened while the data filter was active. This device is popular with influential people who need to have aides or secretaries present during confidential proceedings; such employees are fitted with a data filter that can be remotely activated.
The drawback to data filters is that the user is distracted while it is activated and cannot remember anything for more than a few minutes.
Data filters are also implanted within the “hosts” and “hostesses” of underworld bunraku parlors. The data filter ensures privacy, while a personafix chip turns the host(ess) into whomever the client desires.
Game Effects
While active, a character with a data filter suffers a +2 perception modifier and will not remember anything that occurred later. Data filters can be set to deactivate after a certain length of time (the subject will not remember to turn it off). They are also designed to receive a simple radio signal, transmitted from a hand-held remote (Flux 0) operated by the character’s “handler.”
A data filter only prevents the retention of memory received by the user’s own senses. It does not block the functioning of ear recorders, simrigs, eye cameras or other cyberware recording devices.

62

DATAJACK

The almost-universal mark of the cyber-conscious user, standard datajacks allow input and output to certain pieces of cyberware and gear. Datajacks allow the user to cybernetically interface with properly equipped gear such as cyberdecks, remote-control decks and vehicles with datajack ports, so that the user can manipulate them, issue commands and so forth.
Datajacks allow the user to mentally access headware memory. Contents of softs can also be downloaded into headware memory through a datajack. Knowsofts cannot be accessed through a datajack without a knowsoft link, datasofts cannot be accessed without a display or image link, and activesofts cannot be accessed without skillwires. Data fed into a datajack (from a cyberdeck, tridlinked cybercam, vehicle and so on) can in turn be fed into a display link, image link or headware memory.
Deckers usually implant datajacks in their temples to access higher-brain functions, while riggers usually have them behind and below the ears, where they access the submandibular glands and lower brain. It is not unusual for some people to have more than one datajack.

63

DATA LOCK

This device is essentially a datajack encryption system. Input or output through a datajack requires a special code. This option is popular for couriers, as it can deny the carrier access to his or her own headware memory space. It also makes hacking into headware more difficult. Cost is 1,000¥ + Data Encryption Cost (see p. 291)

64

ENCEPHALON

This expert-system microcomputer is hardwired directly into the user’s brain and uses its processing power to augment the user’s own information-processing abilities. The encephalon expands the brain’s neural network, taking over minor and redundant “background” processes and freeing up the brain’s processing power for more important cognitive tasks. While more powerful encephalons are possible, they are pointless because they exceed the threshold at which the brain can interpret and manipulate data.
Game Effects
Encephalons provide a Task Pool equal to their rating for Intelligence-linked skills (see Task Pool, p. 48).
Encephalons help deckers process information more quickly; add the encephalon rating directly to the Hacking Pool (see Cyberware and Hacking Pool, p. 45). When a character is decking, they do not receive the Task Pool bonus, only the Hacking Pool.
Encephalons allow a character to learn more quickly. Add the encephalon rating to Intelligence when determining the cost of new skills.
The encephalon does not boost magical ability and does not aid any use of magic, magical perception or Magical Skills.

65

INDUCTION DATAJACK

The induction datajack is implanted under the skin. To use it, the character must attach a magnetic induction adaptor to the jack cable. This positions the cable against the datajack, and information is transferred optically through the skin.
Game Effects
Induction datajacks work the same way as standard datajacks (p. 298, SR3). They are invisible to visual scans and have a Concealability of 10 against physical searches. Apply a +1 target number modifier to cyber-scans that may detect such a datajack.

66

INVOKED MEMORY STIMULATOR

The invoked memory stimulator (IMS) periodically dredges up and triggers various memories. The character hears voices, sees faces, remembers people long dead or long forgotten, remembers good times and bad times and so on. The memories are so vivid that the character may occasionally confuse memory with reality.
Invoked memory stimulators are used primarily by people who have undergone cybermancy (see p. 58). The memory flashes help keep the human part of cyberzombies from drifting away.
Game Effects
The IMS and the memories it provokes have no specific game effects, but the gamemaster should use invoked memories as a roleplaying or storytelling tool. The IMS cannot be used to create memories, only to recall them.

67

KNOWSOFT LINK

This link gives the user mental access to any knowsofts downloaded into headware memory or piped through a datajack.

68

MATH SPU

A math subprocessor unit (SPU) amplifies the host’s mathematical abilities by enhancing math calculations as a background neural process. As a side benefit, the subprocessor also functions as a stopwatch, an alarm clock and an extremely accurate chronometer.
Game Effects
The math subprocessor adds twice its rating as a Complementary Math Skill to any math-related skill tests. The SPU also provides deckers with a Hacking Pool bonus equal to its rating.

69

Memory

Memory is data storage space inside the head—specifically, the amount of space available in megapulses (Mp) to record input from a camera, datajack, ear recorder, headphone, headradio, opticam, simrig and so on. Raw data, skill software and certain programs can be stored in headware memory. Stored information may be output through a datajack, headware communication, knowsoft link, display link or image link.

70

MULTI-SLOT CHIPJACKS

These systems incorporate several chipjacks into one. They feature multiple chip slots, allowing more than one soft to be used simultaneously.
Game Effects
Each chip slot acts as an independent chipjack (see p. 298, SR3).

71

RAS OVERRIDE

The reticular activation system (RAS) override is a device built into every simdeck, cyberdeck and remote control deck. It impedes the user’s natural senses such as sight and sound, so that the real world does not interfere with the simsense being experienced. Stimuli such as pain are not overridden, however, so a character who takes damage or feels the heat of a burning building around him will be aware of it. The RAS also restricts the body’s muscle activation mechanism, which keeps the user from moving in response to the simsense. The RAS filters through just enough minor muscle activity to keep the user from cramping up.
Though built into simrigs, cranial cyberdecks and cranial remote control decks, the RAS override is also available as an independent implant. Favored by users of optiscan links, some penal institutions have also been known to use remotely activated RAS override implants in conjunction with simsense systems to hinder troublesome inmates.
Game Effects
When active, the RAS override inhibits the user’s natural sensory input and muscle control; modify by +8 all Perception Tests and actions involving the real world.
Some sims have a built-in RAS override disabler that incapacitates this implant and allows the user to experience the sim and real world simultaneously. Depending upon the sim, such a user may experience up to a +4 modifier to all target numbers to account for the effects of experiencing two realities simultaneously.

72

ROUTER

The router is a junction device that acts as an input/output conduit between cyberware devices. Like a datajack, each router has a direct neural interface, allowing the user to monitor and manipulate transfers between devices. Devices are connected to the routers through various assigned ports; cyberware that is not headware must be connected using expensive nanite-constructed microfilament fiberoptic cables.
Game Effects
Routers allow cyberware devices to communicate with and transfer data to each other, as described in Interconnectivity (p. 46). If connected to a datajack, all devices linked to the datajack and router (including external devices) may communicate/transfer data.
Each device connected to the router must have a dedicated port. The direct neural connection to the brain does not take up a port; connecting to a datajack or other router does take up a port (on both devices).
Routers cannot be used to connect to devices within a cyberlimb; they require a DNI connection (p. 38). A cyberlimb DNI may be linked to a router as if it were headware.
Routers do not allow a device to be cybernetically controlled; they merely allow the device to communicate with or through other implants. To be cybernetically controlled, the device needs a DNI connection.
Routers have a maximum of ten ports (not including the brain).
Ports connected to headware cost 200¥; ports connected to non-headware cyberware cost 500¥.

73

TACTICAL COMPUTER

A tactical computer is a dedicated expert system designed to integrate data input from numerous “senses,” analyze it and enhance the user’s overall “feel” for a combat situation.
The base tactical computer model features one input port linked to each of the user’s five basic human senses (metahuman senses such as low-light vision are not included). Additional ports may be installed for additional sensory input. Each port must be either dedicated to a specific sense upon installation or installed as a “generic” port. Any “sense” may be linked to the computer, including natural senses (dwarf thermographic vision), cyber-sense implants (low-frequency hearing) or even externally connected sensor devices (a surveillance camera on a drone, transmitting images through the user’s headware radio, linked through a router).
The tactical computer uses the sense feeds to track targets and motion, predict movements, compute trajectories and otherwise anticipate events and outcomes. Appropriate responses are calculated and fed back to the user as subconscious impulses.
This implant can be used as a stand-alone device, or it can act as the master unit for a cybernetic BattleTac system, if linked to a radio.

TACTICAL COMPUTER BONUSES
Rating Combat Pool Bonus Pool Usable for Surprise Test Small Unit Tactics Skill Bonus
1 1 25% +1
2 2 50% +2
3 3 75% +3
4 4 100% +4

Game Effects
When installed, each port must be designated as dedicated to a specific sense (the port can only receive input from that sense) or a generic port. Generic ports may be assigned to receive input from different senses as needed. However, a specific tactical program for the sense being used must be run in order for the tactical computer to understand and analyze the sense’s data. This program can be run from a chip, headware memory, or any other linked device.
When installed, the basic senses of normal sight, hearing, taste, touch and smell are automatically hooked up to tactical computer ports.
Each tactical sense program requires 50 Mp.
Even if a sense is connected to the tactical computer, that input is only relevant if the computer can use the data the sense is providing. For example, the sight of a character with normal vision operating in near or complete darkness would be useless. Senses such as touch and taste would rarely be useful in a combat situation. Gamemasters should carefully weigh which senses actually apply to a given situation.
Every 2 senses that are applicable to the current combat situation give the tactical computer 1 rating point. Each rating point provides 1 additional die to the user’s Combat Pool (maximum bonus of 4), adds +1 to the user’s Small Unit Tactics Skill and allows the character to use 25 percent (cumulative, maximum 100 percent) of his Combat Pool for Surprise Tests. These bonuses apply for both ranged and melee combat. If the user does not have the Small Unit Tactics Skill, use the bonus as the character’s skill rating. Tactical computer bonuses do not assist in rigging or decking.
For information on using the Small Unit Tactics special Active Skill, see p. 47.
If sensory input is received through a radio, each sense takes up a radio channel.
Orientation Systems (p. 18) are extremely useful to tactical computer users. If linked to a tactical computer port, an orientation system counts as two senses.
All system functions are background tasks, requiring no actions to call up or perform.
BattleTac System Modification: A tactical computer can be easily integrated with teams using the BattleTac system (see p. 44). If linked to a radio, a tactical computer modified for BattleTac protocols can act as a BattleTac master unit. The tactical computer can transmit constant battlefield data to BattleTac receiver units (both cybernetic and external), allowing small units to respond more quickly and effectively.

74

TOOTH COMPARTMENT

These hollow teeth come in breakable and storage models. The breakable model triggers an effect by biting down hard on the tooth, such as starting a tracking signal or releasing poison. To break the tooth requires a Willpower (2) Test, or Willpower (4) if the contents are lethal. The contents of this tooth can be removed or replaced in 3 minutes. The storage model is used to smuggle contraband such as microchips or medical samples. To remove a storage tooth requires a Quickness (4) Test and 2 Complex Actions.

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