NEURALWARE




Cyberware plugged into your central nervous system. Basic processor required for all other systems. Plugs required for links. Plugs or Chip socket required for chips.




Name (ID Code)

Description

SC

HC

Cost in EB

Processor (NEUPR)

Basic unit implanted in lower spine. Required for all systems. Used to route signals from external cyberware to the central nervous system. The following coprocessors can then be implanted into the processor at any time.

M

1d6

1000

Kerenzikov Boosterware (RFB)

Amplifies and speeds up signal processing. Always activated. User must learn to react to a world that seems to move in slow motion. Available at two levels of augmentation. Boosts user to advantage of +2 on initiative/reaction (in #CP2020 combat allows 3 actions per turn). Cannot be used in combination with Sandevistan Speedware.

N

1d6/
level

500

Speedware (Sandevistan) (SW)

Amplifies and speeds up signal processing. Initiated by subvocal command, eliminating continuous sensation of inhuman reaction time felt with K-booster. After command requires 3 seconds to become fully active and continues for 15 seconds. Must then be initiated again. Secondary initiation within 1 minute of booster cut out delays full activation to 6 seconds. Boosts user to +3 on initiative/reaction (in #CP2020 combat allows 3-4 actions per turn). Cannot be used in combination with Kerenzikov Boosterware.

N

1d6/2

1600

Tactile Boost (TB)

Increases sense of touch. Can be turned on or off at will, taking 3 seconds to do so.

N

2

100

Olifactory Boost (OLF)

Increases sense of smell. Can be turned on or off at will, taking 3 seconds to do so.

N

2

100

Pain Editor (TE)

Overrides the pain receptors of the brain. User still takes injury, he just doesn't notice it until he collapses. Also increases endurance, but increases chance for injury from muscle and bone strain as well. Can be turned on or off at will, requiring 3 seconds to do so.

N

2d6

200

Cybermodem Link (PE)

Translates Net information into understandable images, allowing the Netrunner to perceive a wide variety of environments. Contact is made via cables and plugs connected to a cybermodem.

N

1

100

Vehicle Link (VLNK)

Allows user to control a cybervehicle through direct mental contact, including cars, AV-4s, aircraft, rotorcraft, or motorcycles. Vehicle must have the necessary computer link installed. Modification to make a vehicle a cybervehicle adds 40% to vehicle cost. Contact is made via connector plugs and cables. Cybervehicles respond to command as if an extention of the operator's body.

N

3

100

Smartgun Link (WLNK)

Allows user to interface with a smartgun, a weapon modified to respond via an internal microcmputer. Smartguns are far more accurate than normal firearms, giving you a +2 on firearms attacks. Interface plugs are often installed on palms, eliminating need for cable and allowing instant access by simply 'clicking in' by squeezing the grip of the smartgun. To adapt a firearm to smartgun double the cost of the weapon, to purchase a smartgun already modified multiply cost of firearm by 2.75.

N

2

100

Machine/Tech Link (MLNK)

Allows the user to control any autofactor or heavy machinery with a MLINK control system, and small machines/appliances via cables and plugs.

N

2

100

DataTerm Link (DLNK)

Allows user to directly acces and store infromation from a DataTerm, transferring it to a Times Square Marquee (TSM) or LCD screen for display. Allows access to information even if a DataTerm is not in your area.

N

2

100

Interface Plugs (PLG)

Usually installed in the bones of the wrist, spine, or skull. Interface with neural processor to send or recieve signals. Required for access control of cybermodems, vehicles, machinery, and smartguns. Also used for installation and access of reflex and memory chips. Installed in pairs for right and left control.

M

1d6/
pair

200

Reflex Chips (APTR)

Reflex chips are preprogrammed chips about an inch long for specific physical actions, such as shooting or martial arts. Programming limits prevent chips from being able to hold high levels of any skill (+1 to +3 on any programmed skill). Skills acquired from chips are not learned, they are gone as soon as the chip is removed. Chips cannot be added to a natural skill, the preprogrammed responses of a chip will override exitsing skills. For a chip to be functional it must be 'chipped in', the user must have practiced two days for every level of preprogrammed skill in order for the chip to adjust to the neural and muscular patterns of the user. Requires 3 seconds to install, must have available interface plug or chipware socket slot. You may use as many chips (reflex and memory) as you have available interface plugs or chipware socket slots up to the limit of your INT stat.

--

0

varies

Memory Chips (MRAM)

Memory chips are preprogrammed chips about an inch long for specific knowledge, such as a math or Italian cooking. Programming limits prevent chips from being able to hold high levels of any skill (+1 to +3 on any programmed skill). Skills acquired from chips are not learned, they are gone as soon as the chip is removed. For a chip to be functional it must be 'chipped in', the user must have practiced two days for every level of preprogrammed skill in order for the chip to adjust to the neural patterns of the user. Requires 3 seconds to install, must have available interface plug or chipware socket slot. You may use as many chips (reflex and memory) as you have available interface plugs or chipware socket slots up to the limit of your INT stat.

--

0

varies

Chipware Socket (CSOCK)

A small socket used only for inserting chipware. Holds 10 chips. Remember you can't load more chips than your INT stat.

N

1d6/2

200



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