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 = 8400 credits
with radio = add 16000 credits
with long range radio = add 48000 credits
with optic nerve implant = add 35000 credits
all upgrades (minus camera eye) = 107400 credits
total.
(The following cybernetics are
available in the Manistique Imperium, and on the Black market of America
and Europe)
(please note that these implants
are different to those available in Japan, although they share many similarities,
most of these implants are incompatible, requiring skilled modification
to just link the different connection designs.)
New Full Headjack.
A fine network of artificial neurons (which have
been in development since the 1950's, pre rifts) 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 = 390,000 credits (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
forth 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) robot
medical kits, and a few hours of nervous, delicate work.
Cost: 50,000 credits (minimum) includes
implantation cost.
Common Jack
packs.
(memory bank chips)
1). Domestic Pack = Cost: 20,000
credits (minimum) .
select 6 skills, all at level between 1 and 4
(none at professional level)
2). Basic Communications Pack = Cost: 25,000
credits (minimum) .
Radio basic lvl 2, Radio scrambler lvl 1, Laser
lvl 2 and Optic systems lvl 1.
3). Basic technical Pack = Cost: 100,000
credits (minimum) .
Basic mechanics lvl 2, Basic electronics lvl
3, Automotive mechanics lvl 4 and Computer repair lvl 2.
4). Street Pack = Cost: 90,000 credits
(minimum) .
Concealment lvl 3, Prowl lvl 1, Streetwise lvl
1, Pick locks lvl 2, Lore: Local law at 30% and choose either W.P Pistol
or W.P Energy pistol.
5). Driver Pack = Cost: 40,000 credits
(minimum) .
Pilot: Automobile at 70%, Pilot: Hovercraft at
65%, Pilot: Truck at 70%, Land navigation lvl 4, Read sensory equipment
lvl 2 and Area knowledge at 40%
6). Wilderness Pack = Cost: 35,000 credits
(minimum) .
Wilderness survival lvl 3, Land navigation lvl
4, Identify plants/fruits lvl 4 and Track animals lvl 4.
Less
common Jack packs.
1). Gun Pack = Cost: 100,000 credits (minimum)
.
Select 6 modern weapon proficiencies, all at
level 4.
2). Heavy Technical Pack = Cost: 140,000
credits (minimum) .
Lore: Demon and monster lvl 4, Lore: Magic lvl
3, Computer operation lvl 5, Select two languages (includes literacy in
these languages as well) and Techno can lvl 5.
3). Pilot Pack = Cost: 60,000 credits (minimum)
.
Select any 6 Aircraft or Aquatic piloting skills
at 5th level proficiency.
4). Speaking Pack = Cost: 80,000 credits
(minimum) .
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, see Rifts for injury
details)
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: 235,000 credits (minimum) includes
implantation cost.
Physical
Jack packs.
1). Ancient weapons Pack = Cost: 100,000
credits (minimum) .
select any 5 Weapon Proficiency skills, plus
Archery and Targeting, all at level 6.
2). Crafting Pack = Cost: 40,000 credits
(minimum) .
Carpentry lvl 3, Clay sculpting at 60%, Art lvl
4, Forgery lvl 3, Sewing lvl 5, and
Trap construction lvl 4.
3). Boot Camp Pack (military) = Cost: 100,000
credits (minimum) .
Weapons armorer lvl 4, Climbing lvl 4, Military
etiquette lvl 5, Basic mechanics lvl 4, H+H Basic lvl 4 and WP Energy rifle
lvl 6.
4). Sportsman Pack = Cost: 200,000 credits
(minimum) .
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 lvl 4.
5). Combat pack (military) = Cost: 140,000
credits (minimum) .
H+H Expert lvl 6, Boxing, Gymnastics lvl 4 (will
gain the physical bonuses from the skills after a minimum of three months
using them), First aid lvl 4, plus WP Knife and WP Sword lvl 6.
6). Robot Jock Pack (military) = Cost: 180,000
credits (minimum) .
Pilot:Tanks & APCs lvl 4, Robots & Power
armor lvl 5, Weapons systems lvl 4, Read sensory equipment lvl 4, and Robot
combat: Elite (select three different types) lvl 4.
7). Circus Pack = Cost: 100,000 credits
(minimum) .
Gymnastics lvl 5, Acrobatics lvl 5, H+H Martial
arts lvl 4 (will gain the physical bonuses from the skills after a minimum
of three months using them), Animal Husbandry lvl 2, Pick pockets lvl 4
and Play musical instrument (select one) lvl 4.
8). Espionage pack (military) = Cost: 140,000
credits (minimum) .
Computer Hacking lvl 5, Intelligence lvl 6, Surveillance
systems lvl 5, Prowl lvl 6,
H+H Assassin lvl 6, and select one Ancient WP
(also lvl 6).
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: 250,000 credits (minimum) includes
implantation cost.
Advanced
multi-optic eye.
Redesigned and micronised, this device uses fibreoptic
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, or linked to the other, superior cybernetic processors,
which can boost the strike bonuses to +6 maximum).
Cost: 160,000 credits (minimum) includes
implantation cost. (there's no reason to get a pair of these)
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: 120,000 credits (minimum) 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.
Use of these highly dangerous devices is kept
strictly limited by the policing of the Imperial police and military forces,
plus Soo Cyberon (the manufacturer of most Trip Jack units) also monitors
and regulates the use of them. But, facilities where this equipment can
be bought or traded for are still relatively common, particularly in Soo
City and Escanaba, where illegal private business is very lucrative and
less prone to Imperial raids.
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: 200,000 credits (minimum) includes
implantation cost. (programs range from 300 to 1 million credits)
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 emersion
(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 emersion
(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 emersion
(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 emersion (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 10 MDC, 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 IQ 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.
( cumulative, plus advanced training in the cybernetic
arts provides even more bonuses, see the separate skill section for more
details).
Cost: 220,000 credits (minimum) includes
implantation cost.
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 encryption's
(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.
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.
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.
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
emersion (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 credits (minimum), implantation
adds another 8000 credits 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 MDC 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).
M.D.C: 20 (the wearer suffers one third
of the normal SDC damage from impacts and such).
Self Repair Rate: complete repair take
5 days, damage is repaired at 4 MDC per day (will lose this function if
reduced to 5 MDC or below).
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: 130,000 credits (minimum)
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 MDC.
cost: Adds 78,000 credits 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 pre programmed)
cost: Adds 9,000 credits to the price.