Neuralware
One of the most important aspects of cybertech is invisible to the naked eye. This type of enhancement, known as neuralware, is usually in the form of tiny co-processing chips and nerve amplifiers that increase existing abilities.
Neuralware is a class of cyberware possessors that are critical for linking cybernetics to the central nervous system.
The basic neural processor is a "switch-box" implanted into the lower spine, and is used to route signals from external cyberware to the central nervous system. It is the main system for any type of neural interface, including reflex boosters, interface plugs, weapon, DataTerm and vehicle links, mini-computers and sensory augmentations. The Neural processor has a small inspection space which allows secondary co-processors to be inserted into the basic processor module. This makes upgrading a process of opening the inspection space in a sterile environment and inserting the new co-processors.
Implanting a neural processor is far easier than one would expect, thanks to the science of nanotechnology. The basic module is surgically affixed to the spine, where it releases a flood of nanosurgical units into the spinal column. These microscopic machines thread tiny linkages through the central nervous system, hooking nerve endings to the neural processor. This process takes some time (1D6+7 days) before the nanosurgeons have worked their way through the entire body and all the connections are hooked up to the neural processor.
Foundational Neuralware. The Neural link has 5 Option Slots in which to install Neuralware.
Foundational Neuralware. The Neuroport taps directly in to your CNS and optical nerve, and allows the installation of Neuralware.
The Neuroport Package contains the following additional Cyberware:
Neural Link:
Wired artificial nervous system, the base cyberware required to use Neuralware. This system has 5 Option Slots for Neuralware, NONE of which are taken up by the additional following features of the Neuroport.
Holophone Module:
An add on module normally used to augment an Agent, it is capable of functioning independently. With some practice, you can communicate with your thoughts alone, though this can cause artifacting, such as repeated words or unusual word placement, because thoughts are messier than speech. If a Cyberaudio Suite is installed, you can add voice functionality to your Holophone. If you connect an Agent to your Holophone Module, it augments all of the functionality of your Agent to be capable of being used by thoughts alone. Even without an Agent, your Holophone is capable of being used for limited CitiNet searches, simple photography, basic task management and scheduling, and text messaging.
Biomonitor:
Implant capable of monitoring pulse, temperature, respiration, blood sugar, and other indicators, and can broadcast this information to the user's HUD
Virtuality:
Called "Virtu" for short, this augment allows the user to enter Virtuality. It can display virtual presentations, performances, and even simulations. It also allows Netrunners to fully experience the NET when they're running an Arch. It does not allow a user to experience a Braindance. The neuroport is connected directly to your optic nerve and can immerse you in Virtuality, even without cyberoptics.
HUD powered by Chyron:
Information from the user's Agent, Holophone Module, Biomonitor, and other cyberware is projected into the user's field of vision through the use of Chyrons. Programs installed in the HUD even react to the user's thoughts, or additional installed databases to label important objects and people, provide transcripts for conversations and media, and even visually translate foreign languages. The neuroport can display Chyrons directly to your optic nerve, even without Cyberoptics.
2 Chipware Sockets:
Two Chipware Sockets are installed in the user, usually behind the ear, or in the neck. These sockets allow for the quick installation of up to two pieces of Chipware, ,and the reading of Memory Chips.
Interface Cable and Port:
An easily accessible spooled interfacing cable that can be pulled out, or retracted. Commonly installed in the wrist for easy access, though some enthusiasts enjoy alternate install locations such as in their temples (A "Plug Head"), behind a user's ears (A "Frankenstein"), or in the back of their head (A "Puppethead"). This deployable Interface Cable is used to connect your neural link to computer systems, and allows you to interface with computer systems, connect to a Smartgun Link, or to interface with a Cyberdeck. An "input" jack is also included, usually in the back of the neck, used to update or troubleshoot the Neurolink and firmware.
Foundational Neuralware. The Discount Neural link has 1 Option Slot in which to install Neuralware, and comes with a preinstalled Interface Plug in the back of the head or neck. This port is a little wonky, and requires a seperate action to connect to a device with, rather than not taking an Action to connect to a device.
Neuralware Option. This implant induces a powerful adrenaline rush on command. When activated as an Action, the user ignores the effects of the Seriously and Mortally Wounded Wound States for 60 seconds (20 rounds) with one exception: Mortally Wounded Characters must still make Death Saves. After the activation period expires, the implant cannot be activated again for 1 hour.
Neuralware Option. The Black ICE Shard Port can house one piece of Black ICE Shard Chipware.
Neuralware Option. The user is able to record Braindance content to a Memory Chip, or to a linked Agent. These Braindances can be relived using a Braindance Viewer
Neuralware Option. Each installed Chipware socket package grants 3 sockets in which Chipware can be installed. Installing or uninstalling a single piece of Chipware is an Action.
The first time you install a piece of Chipware you've never used before, you accrue its HL cost, but re-installing Chipware you have used before does not do this. Installed Chipware does not impact Max Humanity
Neuralware Option. A single socket installed in the back of the neck. Installing or uninstalling a single piece of Chipware is an Action. The first time you install a piece of Chipware you've never used before, you accrue its HL cost, but re-installing Chipware you have used before does not do this. Installed Chipware does not impact Max Humanity.
Whenever you take damage to your head location, the Chipware socket violently ejects the installed Chipware. the ejected chip flies up to 30m behind you. There is a 10% chance the chip is melted and destroyed, otherwise the chip is always easy to locate due to its smoking, red-hot glowing edges.
Neuralware Option. When activated as an Action, the user's heartbeat, respiration, and other vital signs slow to an almost imperceptible rate. Appearance-wise, the user seems functionally dead and takes a =4 to all Actions. When active, and the user is actively pretending to be dead, their life functions can only be detected with a DV17 Medical Tech, or a DV21 Criminology, Deduction, or Perception Check. This DeathTrance state can be exited by the user at any time without an Action. Repeated use can permanently affect the skins pallor.
Neuralware Option. Each installation contains a Hardware-Only Option Slot for Cyberdeck Hardware. All Hardware installed in a user's Ex-Disks are considered to be installed in the any cyberdeck in the user's Neuroport Cyberdeck Port. A user with two or more Ex-Disks gains one additional Net Action every turn while physically connected to an Access point manually via their Interface Ports.
Neuralware Option. Each install provides the user with one set of plugs, with which they can interface with devices. Multiple installations allow the user to be plugged into multiple things at once, such as allowing a user to continue using a Smartgun Link, while downloading a file from a local computer.
Neuralware Option, Speedware. Always on speedware that provides consistently improved reaction times. User adds a +1 to their Initiative rolls with the first tier of installation, or a +2 with the second tier of installation. Only a single piece of Speedware can be installed in a user at a time.
Neuralware Option, requires Neuroport. User gains a Cyberdeck Port, into which they can install, or uninstall a compatible Cyberdeck, as an Action. While installed, the user is considered to be fully connected to the Cyberdeck, without needing to connect by Interface Plugs, and it also gains the benefit of any hardware installed into a worn Bodyweight Suit , or similar suit. The range of any Cyberdeck installed is increased to 20m for connecting to a normal NET Architecture, and 50m for connecting to a Personal Architecture. A user can only use one Cyberdeck at a time, even if they Jack In to a separate one with their Interface Plugs. A user cannot install multiple Neuroport Cyberdeck Ports. Cyberdecks are purchased separately
Neuralware Option, Speedware. When activated as an Action, the user adds +3 to any initiative Roll they make in the next minute, after which Sandevistan cannot be activated again for an hour. Only a single piece of Speedware can be installed in a user at a time
Neuralware Option, Borgware, Speedware Whenever a user activates this experimental sandevistan, they take 2d6 Humanity Loss immediately. Activating does not require an Action, even during combat.
If activated at the beginning of combat, the user immediately shoots to the top of the Initiative Queue. If activated during combat, they move to the top of the Initiative Queue immediately. If the user activates it on their Turn, they can take an additional Move or other Action
A Character with negative Humanity enters Extreme Cyberpsychosis, and their sheet is handed to the GM, who plays them according to their worst tendencies.
If the sandevistan is activated by a user with negative Humanity, they recieve an amount of damage equal to the HL they experience. This damage id dealt directly to their Hit Points, and bypasses armour, but does not ablate it.
Only a single piece of Speedware can be installed in a user at a time. Requires 2 Neuralware Option Slots
Neuralware Option. With each installation (maximum 3), a single Passwall is placed into the user's Neuroport or Neural Link, providing an additional line of defense. Additionally, with each installation of Self-ICE, the DV of all Passwalls in the user's Neuroport is improved, from DV6 with the first installation, to DV8 with the second, and capping at DV10 with the third installation.
Neuralware Option. User is capable of dodging bullets even if their REF is not 8 or higher.
Known Neuralware
Cyberware | Installer | Description | Cost | HLoss |
---|---|---|---|---|
Neural Link | Clinic | Wired artificial nervous system, required to use any other neuralware, Subdermal Grips, or to link other cyberware to your CNS A Standard Neural Link System has 5 Option Slots for Neuralware Options. |
500 eb | 7 (2d6) |
Neuroport | Hospital | Up and coming, incredibly sophisticated combined Neural Link, and Central Control Unit for all cyberware. Comes packaged with a LOT of useful neuralware A Neuroport contains 5 Option Slots for neuralware |
2,500 eb | 7 (2d6) |
Discount Neural Link | Clinic | Bulky neural link foundation with limited customization. A Discount Neural Link System has 1 Option Slot for Neuralware Options, but comes preinstalled with a (mostly) functional Interface Port. |
100 eb | 7
(2d6) |
Berserk Implant | Clinic | Hormone regulator that allows the user to push past the most grievous of injuries. | 1,000 eb | 7 (2d6) |
Black ICE Shard Port | Hospital | A specialized port for housing a special type of Memory Chip housing Black ICE to defend your Personal Arch | 100 eb | 3 (1d6) |
Braindance Recorder | Clinic | Installed hardware and sensors required to record Braindance Content. | 500 eb | 7
(2d6) |
Chipware Socket | Clinic | A triple socket for chipware | 500 eb | 7 (2d6) |
Budget Chipware Socket | Clinic | A single socket in the back of the neck for installing chipware. It's not the most secure, but at this price? A steal. | 100 eb | 7 (2d6) |
DeathTrance | Clinic | Neural implant designed to allow the user to fall into a death like state at will. | 500 eb | 7 (2d6) |
Ex-Disk | Hospital | Implanted auxiliary cyberdeck hardware installed in a users brain. | 1,000 eb | 3 (1d6) |
Interface Plugs | Clinic | Built in plugs and cabling to connect to various computer devices, smartguns, or vehicles. | 500 eb | 7
(2d6) |
Kerenzikov | Clinic | Always-on reflex booster that provides consistently improved reaction time. | 350/500 eb | 7/14
(2d6/4d6) |
Neuroport Cyberdeck Port | Hospital | A specialized port for housing a cutting edge Neuroport Cyberdeck | 100 eb | 3 (1d6) |
Sandevistan | Clinic | Speedware that provides short boosts of highly improved reaction time. | 500 eb | 7 (2d6) |
Zetatech "Flux Dancer" Sandevistan | Clinic | A lower powered sandevistan keyed to keep the user out of harms way, rather than be quick on the draw. | 500 eb | 7 (2d6) |
Militech "Apogee" Sandevistan | Hospital | Extremely dangerous, overclocked, military grade experimental prototype sandevistan | 250,000 eb | 14 (4d6) |
Self-ICE | Clinic | ICE installed to harden your neural link or neuroport against hacking. | 500 eb | 3 (1d6) |
Reflex Co-Processor | Hospital | Supplementary co-processor designed to facilitate increased reaction to incoming fire, allowing the user to attempt to dodge bullets. | 500 eb | 7 (2d6) |
Neural Link:
A wired artificial nervous system. The foundational cyberware required to use any other Neuralware, or Subdermal Grips, and can be used to link cyberware.Foundational Neuralware. The Neural link has 5 Option Slots in which to install Neuralware.
Neuroport:
A modern marvel, the Neuroport is a cyberware control package loaded with extras, ranging from bundled agents, with Holophone modules, and HUD displays. Experts believe this cyberware is the next Big Thing in cyberware, and are using it to mark the "new generation" in cyberware, also known as "Gen 3". They expect that by the 2060-70's, this cyberware will be so widespread, as to be ubiquitous. There are rumours that if this happens, all Gen 2 cyberware will be retrofitted so as to require a Neuroport for use. Fortunately, this is has not yet come to pass.Foundational Neuralware. The Neuroport taps directly in to your CNS and optical nerve, and allows the installation of Neuralware.
The Neuroport Package contains the following additional Cyberware:
Neural Link:
Wired artificial nervous system, the base cyberware required to use Neuralware. This system has 5 Option Slots for Neuralware, NONE of which are taken up by the additional following features of the Neuroport.
Holophone Module:
An add on module normally used to augment an Agent, it is capable of functioning independently. With some practice, you can communicate with your thoughts alone, though this can cause artifacting, such as repeated words or unusual word placement, because thoughts are messier than speech. If a Cyberaudio Suite is installed, you can add voice functionality to your Holophone. If you connect an Agent to your Holophone Module, it augments all of the functionality of your Agent to be capable of being used by thoughts alone. Even without an Agent, your Holophone is capable of being used for limited CitiNet searches, simple photography, basic task management and scheduling, and text messaging.
Biomonitor:
Implant capable of monitoring pulse, temperature, respiration, blood sugar, and other indicators, and can broadcast this information to the user's HUD
Virtuality:
Called "Virtu" for short, this augment allows the user to enter Virtuality. It can display virtual presentations, performances, and even simulations. It also allows Netrunners to fully experience the NET when they're running an Arch. It does not allow a user to experience a Braindance. The neuroport is connected directly to your optic nerve and can immerse you in Virtuality, even without cyberoptics.
HUD powered by Chyron:
Information from the user's Agent, Holophone Module, Biomonitor, and other cyberware is projected into the user's field of vision through the use of Chyrons. Programs installed in the HUD even react to the user's thoughts, or additional installed databases to label important objects and people, provide transcripts for conversations and media, and even visually translate foreign languages. The neuroport can display Chyrons directly to your optic nerve, even without Cyberoptics.
2 Chipware Sockets:
Two Chipware Sockets are installed in the user, usually behind the ear, or in the neck. These sockets allow for the quick installation of up to two pieces of Chipware, ,and the reading of Memory Chips.
Interface Cable and Port:
An easily accessible spooled interfacing cable that can be pulled out, or retracted. Commonly installed in the wrist for easy access, though some enthusiasts enjoy alternate install locations such as in their temples (A "Plug Head"), behind a user's ears (A "Frankenstein"), or in the back of their head (A "Puppethead"). This deployable Interface Cable is used to connect your neural link to computer systems, and allows you to interface with computer systems, connect to a Smartgun Link, or to interface with a Cyberdeck. An "input" jack is also included, usually in the back of the neck, used to update or troubleshoot the Neurolink and firmware.
Discount Neural Link:
A rudimentary wired artificial nervous system consisting of a bulky protrusion from the back of the head or neck, with a neural plug connector set into it in the "Puppethead" configuration. The foundational cyberware required to use any other Neuralware, or Subdermal Grips, and can be used to link cyberware.Foundational Neuralware. The Discount Neural link has 1 Option Slot in which to install Neuralware, and comes with a preinstalled Interface Plug in the back of the head or neck. This port is a little wonky, and requires a seperate action to connect to a device with, rather than not taking an Action to connect to a device.
Berserk Implant:
Hormone regulation implant designed to improve the user's fight or flight response.Neuralware Option. This implant induces a powerful adrenaline rush on command. When activated as an Action, the user ignores the effects of the Seriously and Mortally Wounded Wound States for 60 seconds (20 rounds) with one exception: Mortally Wounded Characters must still make Death Saves. After the activation period expires, the implant cannot be activated again for 1 hour.
Black ICE Shard Port:
A specialized port designed to accept a special piece of Memory Chipware designed to house a Black ICE program. This specialized shard is just smaller than a Neuroport Cyberdeck, and is frequently installed behind an ear, in the temple, or in the neck or back of the head.Neuralware Option. The Black ICE Shard Port can house one piece of Black ICE Shard Chipware.
Braindance Recorder:
Share your story from your point of view! Installed suite of sensors and neural taps allow for the recording of Braindances. Braindances record everything the person recording is experiencing, joy, anger, fear, pain, even touch or taste.Neuralware Option. The user is able to record Braindance content to a Memory Chip, or to a linked Agent. These Braindances can be relived using a Braindance Viewer
Chipware Socket:
Also occasionally called "wetware", this set of 3 sockets allows for the installation of Chipware, to enhance skills, enhance senses, or act as storage space. Usually located as 3 parallel sockets behind the ear, in the neck, or in the temple.Neuralware Option. Each installed Chipware socket package grants 3 sockets in which Chipware can be installed. Installing or uninstalling a single piece of Chipware is an Action.
The first time you install a piece of Chipware you've never used before, you accrue its HL cost, but re-installing Chipware you have used before does not do this. Installed Chipware does not impact Max Humanity
Budget Chipware Socket:
Everyone needs a socket to store Chipware in, but not everyone's willing to pay high prices for it. No problem/ Here's a Chipsocket that's both cheap and reliableNeuralware Option. A single socket installed in the back of the neck. Installing or uninstalling a single piece of Chipware is an Action. The first time you install a piece of Chipware you've never used before, you accrue its HL cost, but re-installing Chipware you have used before does not do this. Installed Chipware does not impact Max Humanity.
Whenever you take damage to your head location, the Chipware socket violently ejects the installed Chipware. the ejected chip flies up to 30m behind you. There is a 10% chance the chip is melted and destroyed, otherwise the chip is always easy to locate due to its smoking, red-hot glowing edges.
DeathTrance:
Are you a thief looking to sneak into a hospital through the morgue? Or a goth looking to perfect their deadly glow before the next big party? Either way, you'll want DeathTrance, the only Neuralware option guaranteed to slow your body's vitals down without slowing you down. Pick up DeathTrance today, and be ready for your next zombie prom!Neuralware Option. When activated as an Action, the user's heartbeat, respiration, and other vital signs slow to an almost imperceptible rate. Appearance-wise, the user seems functionally dead and takes a =4 to all Actions. When active, and the user is actively pretending to be dead, their life functions can only be detected with a DV17 Medical Tech, or a DV21 Criminology, Deduction, or Perception Check. This DeathTrance state can be exited by the user at any time without an Action. Repeated use can permanently affect the skins pallor.
Ex-Disk:
Implant that increases the brain's capacity to store and process information related to netrunning.Neuralware Option. Each installation contains a Hardware-Only Option Slot for Cyberdeck Hardware. All Hardware installed in a user's Ex-Disks are considered to be installed in the any cyberdeck in the user's Neuroport Cyberdeck Port. A user with two or more Ex-Disks gains one additional Net Action every turn while physically connected to an Access point manually via their Interface Ports.
Interface Plugs:
A retractable connecting interface cabling is installed into the bones of the wrist, spine or skull, tapping into major nerve trunks and interfacing with neural procedures to send and receive signals. The user can use interface cables to connect their neural link directly to devices, including cyberdecks, computer systems, cars, heavy machinery, and Smartgun Links. Some people opt to exclude the retractable cable, and just take the port, and carry around their own Interface Cables to connect to devices. Most people install their ports on their wrists, for ease of use, however, a true cybertechie will occasionally mount then in their temples, (The "Plug Head"), just behind the ears (The "Frankenstein"), or in the back of the neck or skull (The "Puppethead"). Some cover them with inlaid silver or gold caps, others with wristwarmers. Once again, a matter of style.Neuralware Option. Each install provides the user with one set of plugs, with which they can interface with devices. Multiple installations allow the user to be plugged into multiple things at once, such as allowing a user to continue using a Smartgun Link, while downloading a file from a local computer.
Kerenzikov:
Kerenzikov is Speedware, designed to enhance the user's reaction speed, by using specialized TRC co-processors that amplify and speed up signal processing. It has a high humanity cost, as the device is permanently activated, and the user must learn to readjust their actions to a world that appears to be moving in slow motion. Because of this, Kerenzikov boost can be installed at two different levels, reflected in the different price tags.Neuralware Option, Speedware. Always on speedware that provides consistently improved reaction times. User adds a +1 to their Initiative rolls with the first tier of installation, or a +2 with the second tier of installation. Only a single piece of Speedware can be installed in a user at a time.
Neuroport Cyberdeck Port:
An additional specialized port is installed in either the user's neck, temple, behind an ear, or in the back of their head. This port is designed to accept a Neuroport Cyberdeck, and is therefore usually much thicker than a standard Chipware Socket.Neuralware Option, requires Neuroport. User gains a Cyberdeck Port, into which they can install, or uninstall a compatible Cyberdeck, as an Action. While installed, the user is considered to be fully connected to the Cyberdeck, without needing to connect by Interface Plugs, and it also gains the benefit of any hardware installed into a worn Bodyweight Suit , or similar suit. The range of any Cyberdeck installed is increased to 20m for connecting to a normal NET Architecture, and 50m for connecting to a Personal Architecture. A user can only use one Cyberdeck at a time, even if they Jack In to a separate one with their Interface Plugs. A user cannot install multiple Neuroport Cyberdeck Ports. Cyberdecks are purchased separately
Sandevistan:
Specialized TRC coprocessor that amplifies and speeds up signal processing, the Sandevistan allows the user to have incredibly enhanced reflexes, on demand. Always be the first to draw.Neuralware Option, Speedware. When activated as an Action, the user adds +3 to any initiative Roll they make in the next minute, after which Sandevistan cannot be activated again for an hour. Only a single piece of Speedware can be installed in a user at a time
Militech "Apogee" Sandevistan:
There's only a few of these in the world, and it cost at least two people their lives. Are you sure you want it?Neuralware Option, Borgware, Speedware Whenever a user activates this experimental sandevistan, they take 2d6 Humanity Loss immediately. Activating does not require an Action, even during combat.
If activated at the beginning of combat, the user immediately shoots to the top of the Initiative Queue. If activated during combat, they move to the top of the Initiative Queue immediately. If the user activates it on their Turn, they can take an additional Move or other Action
A Character with negative Humanity enters Extreme Cyberpsychosis, and their sheet is handed to the GM, who plays them according to their worst tendencies.
If the sandevistan is activated by a user with negative Humanity, they recieve an amount of damage equal to the HL they experience. This damage id dealt directly to their Hit Points, and bypasses armour, but does not ablate it.
Only a single piece of Speedware can be installed in a user at a time. Requires 2 Neuralware Option Slots
Self-ICE:
Intrusion Countermeasure Electronics system designed to harden the user's cyberware against Quickhacks.Neuralware Option. With each installation (maximum 3), a single Passwall is placed into the user's Neuroport or Neural Link, providing an additional line of defense. Additionally, with each installation of Self-ICE, the DV of all Passwalls in the user's Neuroport is improved, from DV6 with the first installation, to DV8 with the second, and capping at DV10 with the third installation.
Reflex Co-Processor:
Faster, Cyberpunk! KIll! Kill! No longer will your natural clumsiness prevent you from performing feats of impressive combat dodging prowess in a firefight. The Co-Processor assists the Neural Link in its processing duties, freeing it up to focus entirely on enhancing the user's reflexes.Neuralware Option. User is capable of dodging bullets even if their REF is not 8 or higher.
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