New Cybernetic Equipment

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New Cybernetic Equipment by AJ Pickett

Traditional Headjack: An insert on the optic and auditory nerve stems, not directly into the brain (so the audio and visual information flow is sensed semi remotely). Can be linked to camera eyes, equipped with radio devices, hooked into computers, etc. But, the Headjack user can not easily interact with or record information without external equipment or slow manual controls.

Basic cost = $184,000
With radio = add $65,000
With long range radio = add $70,000
With optic nerve implant = add $35,000
All upgrades (minus camera eye) = $289,000 total.

New Full Headjack: A fine network of artificial neurons (which have been in development since the 1950's) and advanced fiber optic circuits (which are able to cope with the complex signals and "plastic" nature of the neural structures) are fitted into many areas of the brain, and are all linked to a very thin plate of processors which lines the inside of the skull (not actually secured to the bone, just sitting against it). The full Headjack implant includes plenty of room for enhancements, but just the very basic unit is capable of utilizing more advanced cybernetic precision sensors and devices, with direct mental control (no spoken commands, switches or consoles required).
The basic unit includes 20 Gigabytes of data storage and also a radio transmitter with long range and a digital scrambler. The processor plate is a very powerful computer (with 2000 megahertz processing speed) which projects icons, through the optic nerves, customized by the host and part of a flawless and subtle virtual reality overlay/display.
Basic cost for full Headjack implantation at a good medical facility = $600,000 (minimum)

Jack slot (memory bank implant): The full headjack has room for four jack slots and each slot, which is connected through the skull plate processors, holds from four to six skills (they vary widely in level and availability, depending on their origin). Each jack slot counts as a separate implant and adds a cumulative risk of damaging natural memory retention and long term memories (starting with childhood and becoming more and more progressive, as listed below).
Also, when a jack slot is swapped for another, or if it has just been removed, the organic mind often has a problem realizing it has lost the artificial skills or memories, which creates feelings of amnesia, and other unique forms psychological problems. Chance of a Jack slot implantation damaging memory retention (roll when receiving the implant)

First jack slot = 10% chance
Second jack slot = 25% chance
Third jack slot = 35% chance
Fourth jack slot = 50% chance

If the result is a fail (meaning damage) the character will suffer from memory retention impairment (see below) and must still roll under 60% (-10% to the roll for every implant over one) or lose a chunk of long term memory permanently. (There's only a 5% chance of a master psionic being able to retrieve these shredded memories, and only partially.)
In game terms, the character loses part of their childhood or youth, and with it goes some of their humanity/personality (-1 M.A., lose one secondary skill and will have a constant feeling of loss, sorrow and guilt for quite some time).
Even if the long term memory is spared, the character will suffer memory retention impairment.

1. Permanently subtract 10% off all experience points gained in the future (takes longer to learn new skills)
2. Subtract one point from the characters I.Q attribute (40% chance per month of recovery)
3. Loss of self confidence (-10% to trust/intimidate rolls, -1 to initiative, same chance of recovery per month)

Whenever a Jack pack is removed (this refers to the small, diamond faceted slivers in tough, conductive sheaths, not the internal jack slots), roll under 80% if changing from one pack to another, or roll under 70% if leaving the jack slot empty (even if only temporarily). If the roll is failed the character will suffer from an amnesia neurosis (will feel compelled to remember or relearn/re implant the skills or memories, since their loss is keenly felt and the mind refuses to let them fade).
Swapping jack packs does not involve much, but does require some proficient helpers (at least some medical training) high tech equipment, and a few hours of nervous, delicate work.

Cost: $150,000 (minimum) includes implantation cost.

Common Jack packs (memory bank chips)

1). Domestic Pack = Cost: $120,000
select 6 skills, roll 1D4 to determine the skill (experience) level (none at professional level).

2). Basic Communications Pack = Cost: $125,000
Radio basic level 2, Radio scrambler level 1, Laser level 2 and Optic systems level 1.

3). Basic technical Pack = Cost: $200,000
Basic mechanics level 2, Basic electronics level 3, Automotive mechanics level 4 and Computer repair level 2.

4). Street Pack = Cost: $190,000
Concealment level 3, Prowl level 1, Streetwise level 1, Pick locks level 2, Law (general) at 80% and choose either W.P Pistol or W.P Knife.

5). Driver Pack = Cost: $140,000
Pilot: Automobile at 70%, Pilot: Motorcycle at 65%, Pilot: Truck at 70%, Land navigation level 4, Read sensory equipment level 2 and Area knowledge at 40%

6). Wilderness Pack = Cost: $135,000
Wilderness survival level 3, Land navigation level 4, Identify plants/fruits level 4 and Track animals level 4.

Less common Jack packs

1). Gun Pack = Cost: $200,000
Select 6 modern weapon proficiencies, all at level 4.

2). Heavy Technical Pack = Cost: $240,000
Computer operation level 5, Select two languages (includes literacy in these languages as well) and Three Technical skills level 4.

3). Pilot Pack = Cost: $160,000
Select any 6 Aircraft or Aquatic piloting skills at 5th level proficiency.

4). Speaking Pack = Cost: $180,000
Select any 6 spoken languages, 2 at level 6 (fluent), 2 at level 4 (good) and 2 at level 2 (basic) proficiency.

Spinal tap (full headjack upgrade): After the Full Headjack is in place, a special extension is added to the neck, upper spine and the head, with wet wired nerve links and feeds. All connected to a thin and segmented processor plate (this also helps to protect the neck from behind). The spinal cord, major nerves running from it and the areas of the brain around the cerebellum, are all hooked up to the second processor bank, and allow the use of advanced jack packs (must have slots implanted already of course). The advanced jack packs all involve skills requiring the processors direct control over reflexes, motor skills and balance/equilibrium. These programs and their over riding effect on the brain and body can be extremely dangerous, but also very useful and empowering.
"Tap Jack" is the common name for the physical programs available to the Spinal tap user, and there's a good chance that an unfit or untrained person will get 1D4 minor injuries when they first start using these new abilities (50% chance first time, 30% second and time, with only a 15% chance of injury anytime over the next month). Physically trained and prepared individuals (this would include most Player characters I'd imagine) have only a 15% chance of sustaining minor injuries for the first few weeks after gaining new physical skills. Injuries commonly gained from "Over skill" or "Tap shock" syndrome (roll 1D6 on this table)

1). Sprained joints, tendons and muscles (1D4 days impaired movement)
2). Pulled muscle(s) and general stiffness (1D4 days impaired movement)
3). Sore back (minor slip in one of the disks), usually requires physical therapy for a week
4). Severe cramp, impairs movement for 1D6 minutes, hurts for 1D4 days afterward
5). Hyperactive nerve symptoms (gets distracting shakes and twitches, lasting 1D4 weeks)
6). Over activity and delayed fatigue (takes 1D4 extra hours sleep to recover fully, and has minor mood swings for 1D4 weeks)
Cost: $735,000 includes implantation cost.

Physical Jack packs.

1). Ancient weapons Pack = Cost: $200,000
select any 5 Weapon Proficiency skills, plus Archery and Targeting, all at level 6.

2). Crafting Pack = Cost: $140,000
Carpentry level 3, Clay sculpting at 60%, Art level 4, Forgery level 3, Sewing level 5, and Skin and prepare animal hides level 4.

3). Boot Camp Pack (military) = Cost: $200,000
Armorer (field) level 4, Climbing level 4, Military etiquette level 5, Basic mechanics level 4, H+H Basic level 4 and WP Rifle level 6.

4). Sportsman Pack = Cost: $300,000
Select any four physical skills (will gain the physical bonuses from the skills after a minimum of three months using them) all at level 3, plus select one sport (professional, level 6) and H+H Basic level 4.

5). Combat pack (military) = Cost: $240,000
H+H Expert level 6, Boxing, Gymnastics level 4 (will gain the physical bonuses from the skills after a minimum of three months using them), First aid level 4, plus WP Knife and WP Sword level 6.

6). Robot Jock Pack (military) = Cost: $280,000
Pilot:Robot Vehicles at 68%, Pilot: Jet Packs level 4, Computer operation level 5, WP: Heavy energy weapons and Rail guns, Read sensory equipment level 4, and Hand to Hand: Basic level 4. (will gain the physical bonuses from the skills after a minimum of three months using them)

7). Circus Pack = Cost: $200,000
Gymnastics level 5, Acrobatics level 5, Hand to Hand: Basic level 4 (will gain the physical bonuses from the skills after a minimum of three months using them), Dance level 2, Pick pockets level 4 and Play musical instrument (select one) level 4.

8). Espionage pack (military) = Cost: $240,000
Computer Hacking level 5, Intelligence level 6, Surveillance systems level 5, Prowl level 6, Hand to Hand: Basic level 6, and select one Ancient WP (also level 6) (will gain the physical bonuses from the skills after a minimum of three months using them).

Sensory processor (full headjack upgrade): After the full Headjack is in place, a cybernetic ear (top notch model with all available features) and Advanced Multi optic eye (see below) are fitted, then the sensory processor is added.
Smoothly molded to fit inside the natural skull (much like the Full Head jacks processor plate), this device is like a 3D accelerator for the nervous system, upgrading all sensory input. Here is the list of bonuses the sensory processor provides to the Host.

1). Adds 20% to all sensory devices implanted directly into the Host (skill accuracy and sensitivity, plus 20% more range).
2). Adds 16% to all sensory devices that the Host connects with (through the Headjack).
3). +6 to initiative, +4 to dodge, +3 to strike H+H, +4 to strike with any ranged weapons, +6 to strike if targeting devices are used (but only if they are superior to the Host's multi optic eye), +3 to roll with punch/fall/impact, and +4 to parry.
4). "natural senses" are boosted in general range and sensitivity by 30% (so a Dog boy with this implant will have a extremely acute sense of smell, which is far superior to the Olfactory analyzer (see below) or any other artificial device).
5). Adds 18% to any skills requiring a delicate touch or visual accuracy (such as medical skills) and any skills requiring physical prowess (Gymnastics and such).
6). Projects trajectories, orientation relative to set points, time and date data and can apply image enhancing programs to visual input (provides advanced targeting information, which includes the bonuses from the advanced Multi optic eye and advanced cybernetic ear).
Cost: $650,000 includes implantation cost.

Advanced multi-optic eye: Redesigned and micronized, this device uses fiber-optic circuits, compressed and layered components and extends back into the eye socket instead of forward, giving it a much less mechanical look. But, it is still obviously not a normal eye, as the device consists of two main lenses, one red (receives light outside the normal human range) and the other blue (both a telescopic and microscopic lens). The eye has been specifically designed to work in sync with other cybernetic devices (Full headjack and sensory systems).
Provides...

1). Telescopic sight (x8, 6,000 ft).
2). Microscopic focusing (x10, 3 ft).
3). Infrared, Ultra violet and Thermal imaging (2,000 ft).
4). Passive light amplification (up to full 6,000 ft range).
5). Targeting system (Standard, with a minimum strike bonus of +1).
Cost: $100,000 includes implantation cost.

Olfactory analyzer: This device replaces the smell receptors in the nose (most of it's component fit inside the sinus cavities of the skull) and has sensors implanted onto/into the tongue. Best use of this device is when connected to a sensory processor implant (adds a further 20% to the following bonuses and abilities).

1). Recognize specific scent/smell at 30%
2). Identify common smell/taste (such as pure or impure water) at 48%
3). Track by smell (specific scent) at 20%
4). Identify poison/drug/toxin at 25% (or add 15% to relevant skills)
5). Add 30% to any cooking skills, or any similar skill heavily dependent on smell and taste.
Cost: $420,000 includes implantation cost.

"Trip Jack" (frontal brain implant): This implant must be installed after a full headjack, spinal tap and sensory processor are all in place, and requires the use of a Cyber amplifier (see below), either an internal or external model. Trip Jacks are used to supplant physical reality (as received by the natural senses) with artificial Virtual reality, and are commonly known to be highly addictive.
Basically, the cybernetic implants allow the VR programs to maintain complete control over the brains received sensory information, and create a specific artificial reality, or feed recorded data into the host (nearly anything is possible with this technology).
Cost: $400,000includes implantation cost. (programs range from $3000 to $1 million)
The various categories available are described in the following fashion...

1). CLASS ONE = Simple reality overlay (normal sense of real/unreal, with simulations inserted into normal sensory environment).
2). CLASS TWO = Immersive reality overlay (may be confused as to what is real and what is an artificial construct. An example is "Soaps", where artificial beings walk around and interact with each other in a daily drama, leaving the host to decide what is real and what is not).
3). CLASS THREE = Basic environment immersion (Not too confusing, as the simulation is not a flawless reality, such as becoming part of a cartoon or arcade game, training simulation or network domain).
4). CLASS FOUR = Personal environment immersion (Never confusing to the creator, as these simulations are their own creations. But, any others may become fooled by very real seeming "Domain" programs).
5). CLASS FIVE = Advanced environment immersion (A Trip Jacker may become lost in these very smooth artificial creations, much like some people feel a part of any good Cinema film, which suspends normal disbelief, even if it is somewhat outlandish).
6). CLASS SIX = Complete immersion (Dangerous simulations that can easily fool, or hook, the Trip Jacker, often with deadly results, as they may not be aware that their body is malnourished or hypothermic until it's too late).
7). CLASS SEVEN = Trap Jacks (Nasty programs that are deliberately designed to hook the Host and lock out normal reality completely).

The Cyber-amplifier (external or implanted processor Booster): Either a briefcase sized device (most of the bulk is due to protective casing with 100 S.D.C., extra components and the power source) or an implant, housed inside a thigh compartment.
The Cyber amplifier is used to boost data processing, program complexity, high speed buffering, perform automatic tasks, shield sensitive systems and add storage capacity. The device is designed exclusively for use with a Full headjack, and also benefits greatly from a sensory processor, plus training in it's use is definitely recommended.

STATISTICS.

1). Holds up to 100 Gigabytes (This data can be loaded through a jack link, or separately).
2). Adds a further 4000 megahertz to processor speeds (triples the Full head jack's speed).
3). Boosts the effective I.Q. of the host (only when accessing stored files) by 5 points.
4). Triples the Hosts Attacks/Actions per melee round, but only when performing tasks directly involved with the cybernetic or computer systems the amplifier is linked to.
5). Adds 10% to sensory skills (not range or sensitivity, just associative memory and such).
6). Adds 20% to all computing skills (Operation, programming, hacking, etc.).
7). Adds 15% to any skills directly related to the Hosts cybernetic implants.
Cost: $500,000

The Decrypter (external or implanted processor device): A very powerful device, about the size of a paperback book, it can either be a self contained hand held unit, or an implant (housed in a thigh compartment). The Decrypter's function is number crunching, at high speed and massive capacity. Using solid optical circuitry and magnetic "bubble" memory. The memory core holds millions of code breaking programs (whole programs, each utilizing special mathematical formula. algorithms and such) and the main processor can run these selectively, depending on scans and mappings of the target codes. It is also capable of reversing the process and creating unbreakable codes and encryptions (layered and convoluted nightmares, a Hackers worst enemy!).
This device provides the operator or host with Cryptography skill at 98% and Encryption skill (reverse cryptology if you like...) also at 98%. But, against a code/encryption generated by another Decrypter, or another super computer (and similar levels of speed and capacity), the Decrypter functions at -30% to it's skill levels. By use of this device, it is possible to engage in deadly cyber combat, infiltrate and steal from data bases, shut down systems, scramble automated/electronic controls and move invisibly through a data network or mainframe system.
Note: A human mind, unaided, has little chance of breaking these codes, and any attempt to do so using a normal cryptography technique or hacking skill, will suffer a 30% penalty on top of the usual modifiers.

SOME COMMON TASKS.

1) Virus bomb, trojan horse package, etc. A virus is generated and released into a hacked system (the virus generated is never the same, so there is no easy defense by recognition when dealing with them, i.e., a virus scanner has little chance of recognizing the offending data).
2) Sensory traps (for use against sensory systems, particularly Artificial intelligence's and cybernetics dependents, such as Trip Jack users). Locks the host or AI into a class 6 or 7 full sensory immersion (the VR environment is so real that it fools the host/AI, effectively trapping them.
3) Drone attack, which takes control of cybernetic, robotic or bionic systems (such as a remote guided robot, cybernetic limb or manufacturing assembly) and allows the Decrypter operator to use it like it was their own.
4) Loop ramming, or system swamping. Forcing the target system to perform endless tasks or shutting it down by overloading the processor.
5) Reaping. Hacking into a system destructively, by destroying any data it runs into, copying files and wiping them behind it (basically sucks the life out of another system like a vampire).
6) Ghosting. Using the Decrypter to hack invisibly, by wiping all traces of its activity behind it (even an AI can be totally fooled), the user can run spy programs, steal data, change the system, or just monitor it remotely.
7) Cyber combat (involves setting and avoiding complex data traps and infiltrating the enemies system, using all of the above techniques and more)
Cost: $1,000,000 implantation adds another $18,000 to the price.

Nano skin: A very advanced artificial skin, lighter than Cyber Armor and more extensive. Each average humanoid has about 20 sq. ft (1.9 sq. m) of organic skin replaced with layers of complex nanotech components (nerve links, organic life support, power supply, body generated energy and solar cells, production and self repair nodes, LCD and fiber optic devices, molecular level crystal circuits, processors and armoring, etc.).
The Nano skin allows near invisibility, by mimicking background scenery on the other side of the body (including normal light, IR., UV and heat), much like the stealth system used by the Alien in the movie Predator (although this is a solid state device, and that was an energy field). It also provides ablative protection from energy weapons, impact cushioning and anti penetration armoring (flexible S.D.C. mesh). Although the basic system is not fully sealable, the full environmental version is available as an extra upgrade, along with a primitive disguise system.
Nano skin is lighter and far more flexible than the usual Cyber armor, but does not offer the same level of heavy protection (although it does have the advantage of providing full body cover). Weight: negligible (distributed over the entire body), adds 18 lbs to total body weight. Size: 20 square feet (give or take 6 feet for size differences).
S.D.C: 20 (the wearer suffers one half of the normal S.D.C. damage from moderate impacts, such as blunt weapons and hand to hand strikes).
Self Repair Rate: complete repair takes 4 days, damage is repaired at 5 S.D.C per day (will lose this function if reduced to 5 S.D.C or lower).
Prowling Abilities: when the skin is largely exposed and the character is motionless : Add 70% to Prowl rolls.

When the skin is largely exposed and the character is moving slowly: Add 50% to Prowl rolls.
when the skin is largely exposed and the character is moving at speed : Add 25% to Prowl rolls.
When carrying minimal gear/cover: Reduce the Prowl bonus by 20%
When wearing normal full clothing/armor the bonus is never higher than 10%
Basic cost: $830,000 includes implantation.
Upgrade one: Full environmental conversion (requires a lung replacement and some internal organ alteration, and provides the same protection as regular, full armor) adds 5 to S.D.C.
Cost: Adds $400,000 to the price.
Upgrade two: Basic disguise package (not designed to mimic a specific individual, but does conceal the true nature of the artificial skin, giving a completely normal appearance, with six separate faces/looks preprogrammed)
Cost: Adds $190,000 to the price.