--CYBERWARE **Endoskeleton Strength Enhancement: Bone Lacing is a powerful cybernetic augmentation to the subject's body, to his ability to withstand and endure stress and trauma. The reinforcements that provide that structural strength, however, can be linked to systems that boost the subject's natural strength. Endoskeleton Strength Enhancement is the implantation of micromotors, gyroscopic balancers and other systems that take the subject's strength to higher levels than is possible naturally; at the cost of some delicacy and precision of movement. For those that choose to accept this tradeoff, however, they will find themselves enabled beyond that which they could reach previously. The Maximum level of ESE that can be implanted is one-half of the Barrier Rating of the Bone Lacing that the subject has implanted (half of 6 for Plastic Lacing is 3, half of 8 for Aluminum Lacing is 4, half of 10 for Titanium Lacing is 5). Each level, when powered, adds 1 to the subject's Strength. Half the ESE Level is applied as a Quickness penalty (round up), and as a target number penalty against precision intensive activities (throwing, B/R skills primarily). Melee combat is unaffected, as is Firearms or other weapons combat; but only if targeting is kept simple (no trick shooting or aiming for the head or kneecaps with an energized ESE system). Implantation of a level of ESE, or activation to a level of ESE, that would reduce the Quickness to below 1 is not allowed. Energizing the ESE system requires one-half second per level of increase; testing and bringing the components up to operating capacity from their previous "neutral" state. Loss of Power or deactivation of the ESE system is at one level per quarter second (kill the power or shut the system down and the levels of enhancement start powering down at quarter second intervals). Activation requires 2 units of power per level, everytime activated; for the testing process. Power Requirements at operating capacity are 1 unit of power per level, per second, of active use of the strength given by the ESE. Bringing the ESE system from "hot" standby (activated but not being used) to active use (activated and using the strength) requires only a free action. "Hot" standby status requires 1 unit of power per level, per minute. Internal Power Packs hold 50 units of power apiece. The maximum number of Packs that can be implanted is six. The first two Packs implanted come with recharge ports for their replenishment; every additional Pack after those first two come with linking circuitry to put them in series so that the two recharge ports will enable the entire supply to be accessed for use and replenishment. Further, dedicated Power Feed Ports (maximum of two) may be implanted to allow the use of external Power Supplies for the ESE. This is only a feasible option, however, if there are no internal Power Packs; as the recharge ports can serve this same purpose easily. A standard household current will recharge a single Pack in ten minutes (5 units of power per minute). The ESE system can handle recharge rates at up to double that (to 10 units of power per minute). Beyond that and the safety systems shunt the excess power back to the supply port's grounding circuit. An external Power Pack is the size of a belt pack (Fanny Pack in 1990s terminology), weighs 1 kilo and provides 150 units of power. An ESE system can be shifted into "Super Energized" mode for brief periods of time; no longer than six seconds. While in SE mode, the ESE provides a 50% greater strength bonus (round up) at the cost of triple the normal power consumption (3 units of power per level per second are used by an ESE system in SE mode). After engaging in SE mode, the ESE system must go to hot standby status for atleast double the length of time it was in SE mode. Essence Nuyen Essence Nuyen Cost Cost Cost Cost ESE Level 1 0.25 5000 Internal Power Pack 0.1 3000 ESE Level 2 0.35 10000 External Feed Port 0.1 3000 ESE Level 3 0.45 15000 ESE Level 4 0.55 20000 ESE Level 5 0.65 25000 **Enhanced Vision Cybernetic eyes are capable of far greater perception than normal, organic, eyes are. Besides the vast array of options that are available from Light Amplification to Image Magnification, Cyber Eyes can be given greater clarity, depth perception and sensitivity. Enhanced Vision are purchased in levels, to a maximum level equal to the subject's *effective* Intelligence (effective meaning his Intelligence with all cybernetic, karma and magical bonuses factored in). Higher levels of Enhanced Vision may be implanted, but the maximum level accessible by the subject is equal to his Intelligence. Every level grants a -1 to all vision Perception Target Numbers; across the board visually. Motion detection perpherially, seeing clearly at far distances, reading small print and so forth. This is in addition to any other bonuses or advantages that other visual enhancers might grant, such as Low Light, Flare Comp or Magnification Levels. Alphaware Enhanced Vision gets a 25% increase to the Perception Bonus (multiply the bonus by 1.25, round down). Betaware Enhanced Vision gets a 50% increase (multiply by 1.5, round down). Essence Nuyen Cost Cost Enhanced Vision 0.10 4000 per level **Enhanced Hearing Cybernetic ears are capable of far greater reception than normal, organic, ears are. They can be boosted to levels of clarity and sensitivity that aren't possible to achieve with organic ears; in addition to additional augmentations such as Hearing Amplification or Low Frequency Hearing. The maximum level of Enhanced Hearing that may be implanted or used by a user is equal to his *effective* Intelligence (see Enhanced Vision for definition). Every level of Enhanced Hearing grants a -1 to all Aural Perception test target numbers, across the board. Detecting volume levels, faint sounds and so forth are all boosted in addition to other bonuses that might be present from other Audio cybersystems. Alphaware Enhanced Hearing increases the bonus by 25% (multiply by 1.25, round down). Betaware increases it by 50% (multiply by 1.5, round down). Essence Nuyen Cost Cost Enhanced Hearing 0.10 4000 per level **Sub Processor Unit: Aural Processor A dedicated processor hardwired with Aural algorithms (how sound acts) for all possible situations, for just about any conceivable sound. This range is achieved by combining the equations used for varying decibel levels, environmental conditions and frequencies to give the proper "duplication" in the algorithms of the sound(s) being processed. The unit can provide such functions as voice or sound identification (output provided anyway the user chooses); but it's real power and advantage to it's user is in it's extrapolating abilities. It's highly accurate extrapolating abilities. It can estimate distance(s), number(s) of sound sources, course(s) and speed(s) and more. Output can be funneled to audio report, display link or to datajack. If visual reporting is available (cybernetic HUD, external HUD or other external display device); Aural Maps may be constructed by the unit. These maps place the estimated locations and so forth of sound sources on the display for the user to consider visually. The presence of an Orientation system makes this clearer. As with many cybersystems, Aural SPUs work much more efficiently when used in conjunction with other implants. Hearing Amplification, High and/or Low Frequency and other Ear enhancements add one each to the effective level of the Aural SPU. An Orientation System doubles the SPU's effective level for the purpose of constructing and/or displaying Aural Maps. An Aural SPU also assists other cybersystems, most notably Tactical Computers. The presence of an Aural SPU boosts the Tactical Computer's ability to reacquire targets that have broken LOS with the user, if the target is producing usable sounds. If so, reduce the target number to reacquire by the SPU's level. Further, a mark test by the SPU can add it's number of successes to this reduction of the Tactical Computer's reacquire test. Finally, add half the SPU's level to the Tactical Computer's effective level. To use the Aural SPU requires a test with the SPU's effective level against a target number set depending on what's being attempted and the amount and type(s) of sound (soft or loud) both being produced by your selected target and in the area around the user and target, and between. Example Decibels A 10 decibel sound can be heard at Leaves rustling 10 one meter by someone with normal human Quiet voice(s) 20 hearing. Double this distance for each Normal voice(s) 30 successive level of the chart, that is; Light traffic 40 at three meters a normal voice level can Loud voice(s) 50 be heard without straining to understand Noisy office 60 it, at seven meters normal traffic can be Normal traffic 70 heard, and so forth. This distance Subdued Rock song 80 represents a base SPU test with a Target Thunder 90 Number of 2. Jet taking off 100 Thrash Metal 110 Things get interesting when the Aural environment is cluttered with extra sounds, and when the subject is starting to get out of range of the sound source. Increase the target number by one for every meter beyond "optimal" distance the sound is from the user. Increase the target number by one for every ten decibels of sound that are present in addition to the sound targeted (attempting to process a normal voice (30 decibels) in a noisy office (60 decibels) gives a +6 modifier). However, reduce this modifier for every meter of distance between the user and the source of the interfering sound that the interfering sound is *further* from the user from the optimal hearing distance (if the majority of the office noise is eight meters away, this reduces the above example's modifier to +4, 2 more meters from the optimal distance of 6 meters). For the purposes of an SPU test; count only the most penalizing interfering sound source and distance combination against the test (in a 30 decibel processing test, with a 60 decibel source 6 meters away and a 90 decibel source 11 meters away; only the 90 decibel's interference would apply (+9, minus 2 for 2 meters of distance past optimal for a net modifier of +7; ignoring the +6 modifier for the 60 decibel source 6 meters away, at it's optimal distance). Select Sound Filters don't add their level to the SPU's effective level, instead they assist by canceling out interfering sounds for the user and his processor test. A successful Filter test eliminates an interference sound source(s) from consideration to the processor test. Consider that the loudest sounds will be filtered first, if less than total filtering (all except targeted sound) is being effected. Essence Nuyen Aural SPU Cost Cost Level 1 0.15 9000 Level 2 0.20 11000 Level 3 0.25 23000 Level 4 0.30 36000 **Sub Processor Unit: Image Enhancer A processor hardwired with specifications for hundreds of thousands of shapes, colors, textures and other visually identifying traits. It can enhance images in nearly any fashion desired, zoom ins and close ups, artificial light level modification (estimating what the image would look like in a different light level), changing the angle and so forth. It can extrapolate with given information, eliminating some of the data and/or adding new data. It can also identify images, including piercing disguises to the image. This does not replace cyber-augmentations such as Low Light or Magnification; it works with them. Further, this does not work in "real time"; at the speeds required by even a slowly developing combat situation. It's purpose, by design and function, is to allow for image enhancement of recorded (by other cybersystems or from datalinked external recording devices) images or real time scenes and/or images that are moderately static (a person in a crowd walking normally, for example). Output is either Audio (voice report), Visual (via display link or datalinked external display) or text report (datalinked external display and/or printer). To process an image, a processor test is required. The base target number to identify an image that is unchanged from the one in memory is 2, with a base time of three seconds. Slight alterations from the source image (hair or skin color) give a +1 target number and plus one second base time modifier. Moderate alterations from the source image (some shape change (wrinkles, some weight change, etc) give a +1 target number and doubled base time modifier. Severe alterations from the source image (height difference of more than an inch or two, new jaw/nose lines, massive weight change, etc) give a +3 target number and quadrupled base time modifier. In addition, apply vision modifiers for light, environmental conditions and a modifier depending on the range to target (+1 for Medium range, +2 for Long, +5 for Extreme). Use of Magnification to isolate and close on the image being processed allows the level of Magnification being used to be subtracted from the target number's range penalty (using level 3 Mag for a Medium range distance target merely brings the range penalty to 0, not to -2). A number of seconds equal to the penalty are added to the base time for the processor test. To make the test, roll the effective level against the target number and divide successes normally into the base time given. A failure indicates that that processor can't complete processing as requested. Reduce the target number in some manner or simplify the processor's task. Or change the base time to minutes (convert the seconds to minutes at a 1:1 ratio) and let the processor chew on it for that long (make a second processor test against the same target number). If this second, lengthier, test fails; the test must be simplified, or the level of the processor increased. Essence Nuyen SPU: Image Cost Cost Enhancer Level 1 0.15 8000 Level 2 0.20 14000 Level 3 0.25 22000 Level 4 0.30 34000 --BIOWARE **Body Compartment A space in the subject's body that is hollowed out through removal of excess tissue and the moving of needed tissue, to make room for an area that can contain external objects inside it. When "closed" (generally made as pockets with flaps that smooth down for a very hard to spot "seam" in the skin) only intensive search, scan or medical examination will discover the compartment and/or what's inside it. The essence and nuyen costs are determined by the size of the compartment. The base size is for something about the dimensions (size) of a cassette tape. Half again (x1.5) that size will contain a holdout or light pistol. Double (x2) that size will hold a Machine Pistol WITHOUT an extended clip (use a clip a third of the standard capacity). Double and a half (x2.5 times) that size will hold a Heavy Pistol. Much larger than this and the pocket begins to bulge, becoming noticeable. Every .5 increase in the size of the pocket beyond 2.5 times gives observers a -1 to any target number to notice the odd shape on the subject's body. Note that the above weapons used as base dimensions for storage in these compartments are without size increasing attachments such as Gas Vents or Silencers. Compartments that will hold such attachments must increase by .5 over the minimum compartment size for the weapon in question per -1 to the concealability of the weapon that the attachment gives. A silenced Heavy Pistol needs a compartment three and a half times the size of a base compartment (x3.5), for example. Body Nuyen Index Cost Base Compartment 0.10 3000 Multiply the Body and Nuyen costs by the size multipliers listed above for the costs of a larger than base sized compartment. **Blood Reserve Blood is a vital component of an organic system, being the carrier of necessary oxygen and nutrients to the body's cells. One of the primary concerns of medical personnel for their patient, after breathing and heart functions have been assured, is the stopping and replacement of any excessive loss of blood. A Blood Reserve is an internal compartment in the body that is connected to the Circulatory system. It has cells that duplicate the body's natural blood regenerative systems, internal circulation to keep the stored blood viable, and constantly keeps the Reserve as full as it can (consider it to regenerate lost blood at the same rate as the rest of the body). When the amount of blood in the subject's body falls, blood from the Reserve enters circulation just before the heart. A Blood Reserve holds one additional unit of blood; the exact amount will vary depending on the subject. A maximum of two Blood Reserves may be implanted; there is room for not more for that either in the body or to connect to the Circulatory system. Each Blood Reserve gives the character a "free" box of damage over Deadly on his Physical monitor when marking off bleeding damage (dead and bleeding, receiving an additional box every ten minutes of bleeding). That works out to ten or twenty additional minutes that the character has before his condition begins to detoriate towards irrepairable system damage. Damage to a Blood Reserve results in massive internal bleeding, in addition to the removal of the stored blood for the system's use. Internal bleeding of this reserve blood isn't harmful in and of itself, but it does make for some very unsightly bulges in the subject's body. It is, however, intensely painful. A +4 penalty is applied to all of the subject's target numbers from this excruciating pain. It's increased by fifty percent if he should walk about, and doubled if he runs. Releasing the blood from the body cavity will eliminate this pain, but that's up to the individual GM and player as to whether this character can steel himself up enough to cut himself open like that. Body Nuyen Index Cost Blood Reserve 0.20 12000 --EXPLOSIVES-- **Shaped Charges A way to increase the destructive power of an amount of explosives is to "shape the charge". This involves use of demolitions knowledge (physics and so forth) to structure the forces of the explosion so as to channel it all in one area. A shaped charge is generally a cone that disapates it's force in one direction. Shaping the charge of an explosion drastically reduces the amount of protection that a structure's Barrier and/or Armor rating gives it. Against shaped charges, only half (round down) of the BR or AR applies against the explosion. Shaping a charge is more difficult than setting more "conventional" explosions up. Increase the target number by +3 for the Demolitions test to prepare the charge. Common sense can take care of how to place the charge, skill isn't much more of a help in that area. Double the base time to prepare the charge if it's shaped. Cost remains the same; there aren't any new materials being used that weren't so before. --WEAPONRY **Smartlinking a Bow A smartlink is a wondrous device. Microprocessors take into account all the pertant factors from how much pressure will be behind the shot to the environmental conditions to the distance to the target. You select your target and the smartlink projects the appropriate targeting aid that lets you precisely aim. Bows are difficult to smartlink because a fallible human is providing the propulsion of the projectile, and it can change in an instant. So it's more expensive to smartlink a bow, because of the extra processing power and ability that has to be emplaced to handle this "feature" of muscular powered weapons such as bows. Quadruple (x4) the cost of the bow is required for the smartlink, parts and implantation in the weapon. As the bow is drawn, the targeting aid will move across the user's field of vision, telling him exactly where the shot will land if fired at that moment. This is different from how firearms' smartlinks operate, and take a bit of adjustment to properly shoot with (Projectile Weapons skill of atleast 4 or only half the usual smartlink bonus is available). If placed in "ballistic" mode, the upwards angle shots that increase the distance of the bow may be made. The crosshair will shift to showing where on the ground the shot will land if it's unimpeded in it's flight in the ballistic arc through the air. Finally, since arrows are much more prone to the environmental conditions present during shooting, the smartlink looses it's effectiveness during gusty wind conditions or other wavering forces (a slacking/strengthening rain, for example, and so forth). Short range shots are at the standard bonus, medium range shots are at half the bonus, long and extreme range shots get no smartlink bonus.