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Cybernetics can be used to grant Skills
to a character in various ways.
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SKILLSOFTS |
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SkillSofts are chips that are used via a
device reader implanted directly into a
character's brain, which basically allow
a character to do the equivalent of slotting
a computer with a physical storage device.
SkillSofts are only usable for Skills based
on Intelligence or Weapon and Transport
Familiarities. To use SkillSofts a character
must have a Chip Reader installed, a delicate
Cybernetic device typically mounted in the
temple but sometimes mounted in the forehead.
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SKILLSOFT CHIPS |
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A Chip Reader is a Cybernetic device represented
by a VPP for Skills (a rare exception for
such), which requires SkillSoft Chips to
function. SkillSoft Chips are built as Skills
in an IIF Fragile Focus. While the Chip
Reader is a Cybernetic device
that costs character points and credits,
SkillSoft Chips are not Cybernetic
devices; they only cost money, never character
points. |
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The cost of SkillSoft Chips varies
based upon their usefulness and quality,
but the adjoining calculator indicates general
guidelines. |
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There are cons to the use of SkillSofts.
Using SkillSofts requires concentration
to mentally access and assimilate the information
in a Chip.
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Chip Readers also have a limited capacity
and individual SkillSoft Chips can be of
greater capacity than a particular Chip
Reader can use, or consume a disproportionate
amount of capacity when used.
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A typical Chip Reader is illustrated below,
along with some sample SkillSoft Chips.
The largest capacity Chip Reader commercially
available has a storage of 30 Pool but few
are willing to pay the expense for such
a large capacity; an example is given of
this as well. |
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CHIP READERS:
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Standard Chip Reader:
Variable Power Pool, 9 base
+ 4 control cost, Powers Can Be Changed
As A Half-Phase Action (+1/2), No Skill
Roll Required (+1) (19 Active Points); Requires
SkillSoft Chips (-1/2); all slots Concentration,
Must Concentrate throughout use of Constant
Power (1/2 DCV; -1/2), Restrainable (by
EMPs; -1/4); Real Cost: 13 points; ~520,000
credits |
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Max Capacity Chip Reader:
Variable Power Pool, 30
base + 16 control cost, Powers Can Be Changed
As A Half-Phase Action (+1/2), No Skill
Roll Required (+1) (67 Active Points); Requires
Skill Soft Chips (-1/2); all slots Concentration,
Must Concentrate throughout use of Constant
Power (1/2 DCV; -1/2), Restrainable (by
EMPs; -1/4); Real Cost: 46, ~16,642,800
credits |
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NOTE: This is a specific exception
to the 30 Active Point cap for Cybernetics,
and is priced accordingly. |
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SKILLSOFTS:
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Hacker SkillSoft: Computer Programming
(Computer Networks, Hacking and Computer
Security, Electronic Locking Devices) 11-
(9 Active Points); IIF Fragile (-1/2); ~60,000
credits |
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NAD SkillSoft: AK: Net Address
Directory (INT-based) 11- (3 Active Points);
IIF Fragile (-1/2); ~15,000 credits |
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Atlas SkillSoft:
CK: Local City (INT-based) 11- (3 Active
Points); IIF Fragile (-1/2); ~15,000 credits |
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WireSkillz SkillSoft:
Electronics (Communications Systems,
Recreation Systems) 11- (3 Active Points);
IIF Fragile (-1/2); ~52,500 credits |
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Arsenal SkillSoft:
WF: Beam Weapons, Common Melee Weapons,
Energy Weapons, Electric Whip, Sonic Stunners,
Vehicle Weapons (9 Active Points); IIF Fragile
(-1/2); ~25,000 credits |
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MEMORY CHIP |
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A Chip Reader can also take a Memory Chip,
which allows the storage and transferal
of data, similar to a data disk. An example
of a Memory Chip is provided below. |
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MEMORY CHIP:
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Memory Chip:
Eidetic Memory (5 Active Points); Data /
Facts Only (-1/2), IIF Fragile (-1/2); ~10,000
credits |
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COMBAT
ASSIST COMPUTERS (CAC) |
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Another form of Cybernetic device that conveys
the use of Skills (and Talents) are items
called Combat Assist Computers, or "Kacks"
for short stemming from the acronym CAC.
Kacks are small single-purpose firmware
computers that can assist their host with
various combat tasks such as threat assessment,
targeting, and coordination. Most are at
least partially installed in the head, and
all of them require taps into the host's
spine for neuron interception to varying
degrees as well. |
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A cyborg can only have one CAC installed
at any given time; the systems overlap to
much to be installed together. If a character
has one kind of CAC and wants to get another
they must have their existing CAC uninstalled
first (losing any credits they spent on
it but recouping the character points).
Each Kack must be bought as-is, unless a
character has access to a Cybernetics expert
willing to design a custom Kack to their
specification. There are several types of
Kacks commonly available which are described
below. |
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Computer Assisted Athletics: |
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Assisted Atheletics: +6 with DEX
Based Skills (30 Active Points); Restrainable
(by EMP's; -1/4); Real Cost: 24 points |
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Lightning Reflexes: +3 DEX to act
first with All Actions (5 Active Points);
Restrainable (by EMP's; -1/4); Real Cost:
4 points |
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Total Real Cost: 28 points; ~1,960,000
credits |
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Computer Assisted Coordination: |
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Rapid Attack (HTH) (5 Active Points);
Restrainable (by EMP's; -1/4) |
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Rapid Attack (Ranged) (5 Active Points);
Restrainable (by EMP's; -1/4) |
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Two-Weapon Fighting (HTH) (10 Active
Points); Restrainable (by EMP's; -1/4) |
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Two-Weapon Fighting (Ranged) (10
Active Points); Restrainable (by EMP's;
-1/4) |
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Total Real Cost: 24 points; ~1,440,000
credits |
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Computer Assisted Vehicular
Operation: |
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Combat Driving +4 (8 Active Points);
Restrainable (by EMP's; -1/4) |
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Combat Piloting +4 (8 Active
Points); Restrainable (by EMP's; -1/4) |
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Total Real Cost: 12 points; ~384,000
credits |
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Computer Assisted Positioning
Awareness: |
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Defense Maneuver IV (10 Active Points);
Restrainable (by EMP's; -1/4) |
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Fast Draw +2 (4 Active Points); Restrainable
(by EMP's; -1/4) |
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Accurate Sprayfire (5 Active Points);
Restrainable (by EMP's; -1/4) |
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Concentrated Sprayfire (5 Active
Points); Restrainable (by EMP's; -1/4) |
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