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Headjacks/Wetjacks

Since before the beginning of the Trade War with Summit, Hyperdyne Systems has been the official home of many of the top model Synthetics and Cyber Wetware and upgrades known to the Common Wealth. It is largely because of Hyperdyne System’s activities outside of the UEF that there has been an escalation in major breakthroughs in areas of Neural Upgrades and Wetware Cybernetics, which haven’t been seen since the attrition of the UEF. However, this fact has the Common Wealth suspecting Hyperdyne System’s of influencing some of the most notable Industrial and Military Espionage incidents of the galaxies since before the formation of the UEF.

     Notable products created by the Cybernetics Branch are adaptable Headjacks and Jack Slots, which are Wetware upgrades used to enhance the Organic Brain. A Headjack is an interfaceable implant that is grafted directly to the brain and can be used to access data from Dataplugs and Slots and from a computer, to which the wearer is connected. This means that the Cyberjacker’s mind effectively enters the computer, seeing its memory and processors as a kind of virtual reality. Once intergrated with a computer or a network, the cyberjack can be used to directly alter data, add data, change files, and redesign the computer's programs, all with the mind.


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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 cannot 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 credit
      With optic nerve implant = add 35000 credits
      All upgrades (minus camera eye) = 107400 credits total.

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)

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Data Plugs or Jack Slots.

(Memory bank implant)
The full head jack 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) include implantation cost.

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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 lvl3, 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, Picklocks 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.

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Spinal Tap.

(Full head jack 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) include implantation cost.

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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).

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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.) Grants a +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.
  3. "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).
  4. 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).
  5. 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) include implantation cost.

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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) include implantation cost. (There’s no reason to get a pair of these)

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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).
  • Recognize specific scent/smell at 30%
  • Identify common smell/taste (such as pure or impure water) at 48%
  • Track by smell (specific scent) at 20%
  • Identify poison/drug/toxin at 25% (or add 15% to relevant skills)
  • Add 30% to any cooking skills, or any similar skill heavily dependent on smell and taste.
      Cost: 120,000 credits (minimum) include implantation cost.

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    "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 CWN police and military forces, plus Hyperdyne Systems (the manufacturer of most Trip Jack units) also monitors and regulates the use of them.
         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) include 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).

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    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 its 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) include implantation cost.

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    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 its 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. eaping. 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.

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    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) include 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.

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