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These are databases of information or recorded physical actions that the user can call on. Database skills are often referred to as skill chips while the physical skill software are called rips or rip-chips (a corruption of the original "recorded response program" software). It takes a little while for a skill chip to be customized to a user's way of operating. The chips do not grant an artificial memory of the skill, but they do let the user draw on information held on the chip very quickly.
A wearer can only have one chip active per intelligence point, although characters with a neural computer can run more. People lucky enough to have a neural computer can run one extra skill (or neurosoft) per power level of the computer. Chip users don't have to worry about storage, but when held off-line in a neural computer, a skill soft uses up 5 MU per rating.
Each chip is ranked on a rating from one to ten and each level of the chip gives one character point in that particular skill (just as if the character was buying the skill). This value is added to the wearer's own skill rating but on a skill cost basis, it is not directly added to the skill level. However, all knowledge is lost when the chip is removed or shut down. [See the worked examples for how this works.]
The table below shows the cost in character points for a certain rank of skill. To use the table, look along the lower row until you reach a value equal, or lower, than the chip's rating. Now, look at the value in the top layer and this gives the skill rating awarded by the chip. For characters who already have some skill ranks, convert their skill ranks into character points. Now, add these points to the chip's rating and look along the lower row until you find the highest applicable value; this gives the modified skill rating.
| Skill Rating |
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
+10
|
| Skill cost in CP |
½
|
1
|
2
|
3
|
5
|
7
|
9
|
12
|
15
|
18
|
22
|
Jack Frost plugs in motorbike mechanics level 4 chip and starts practicing using the chip's interface. Jack's current mechanics skill is nonexistent, so he has nothing to add to the chip's CP total. Looking at the table about, a level 4 chip gives four character points. So, looking along the lower row finds a cost of 3 CP - this corresponds to Mechanics +3. If Jack had had +1 in mechanics, he'd have added 1 CP to the chip's 4 CP and this would have been enough to buy the +4 skill rating.
Greta has French +3 but as she's planning a trip to Paris, she wants to know more than just the basic language. A friend lends Greta her French +2 chip and this gives Greta an extra 2 character points in French. Her player adds this to the existing CP value of 3 and gets a total of 5 - this is enough to increase Greta's French language to +4 - not a huge jump, but Greta has a better handle on grammar and knows a few more words.
Drake has library use +7 and comes across a skill chip with the same skill at rank 2. His skill is equivalent to 12 CP and the chip adds on 2 CP to make a total of 14 - as the next skill rating requires 15 CP. This chip would be of no use to Drake as it can't teach him anything new.
Finding skill chips can be difficult as high rated programs are very difficult to locate due demand. A streetwise or facilities roll is required with a difficult value equal to double the chips rating plus five. The cost of a skill program depends on if it's a skill chip or a rip.
Skill Chips ("Skips")
These chips contain databases or an expert systems on a specific subject. The program can be used as soon as it is slotted, but the user will have a learning period as they need to work out how to access the database. This will take about an hour of familiarization (regardless of the chip's complexity).
An expert skill chip costs $250 per level up to +3. Between skill levels +4 and +6, they cost $500. per rating. If you could find one, a chip with a rating between +7 to +10 would cost $1000! So, a +3 programming chip costs $750 (3 x $250). A geology +6 chip costs $3,000 (6 x $500).
Rip Chips (Recorded Information Program- "RIPs")
These chips contain a database of prerecorded "actions" that a user can replay, i.e.: control their ability to drive a car or ride a bike. The wearer requests a skill recording and the chip provides the necessary nerve commands to complete the action. RIP chips are very powerful but are expensive and take some time to get used to. The wearer must practice with the chip for at least an hour per chip rating. If they do not, they are stuck at the "bonus" they practiced to. A standard rip chip costs 75% more than an expert chip.
Neurosofts are highly advanced programs which work in conjunction with your own brain. They can only run on a neural computer as skill chips lack any decent processing power. Skillware is complex, but neurosofts are incredibly hard to write and as such, they have high costs.
Neurosofts are like other computer software programs as they only take up resource points when loaded. Like all other computers, a neural computer has one resource point per power level of the system (see the computer chapter for more information).
Remember!
Skill softs and neurosofts take up one resource point per three levels and 10 MU per rating.
Both program types can be unloaded from active use and this frees up the resource points, BUT not the storage memory.
So, a level 6 French chip would use two resource points when loaded and consumes 60 MU of storage memory.
Assimilation
The assimilation skillware aids learning in a specific skill by collating
and referencing new memories. It reduces EXP. costs by 25% up to a skill rating
equal to it's program rating. This program is only available on the open market
up to level +6, an absurd [30] streetwise roll is require to find levels 7-8
(even the military cyber-intelligences have trouble coding these programs).
Assimilation can only aid you up to its level in the specified skill (i.e.:
a level 4 melee assimilation would be of no help if you had melee +6).
Resources: One Resource Point per program three levels (level 3 = 1 RP, level
4 = 2, etc.).
Storage Space: 10 MU per program ratings.
Cost: $2,000 per rating.
Autohypnosis
Allows the user to hypnotize themselves for either meditation or simple
to allow them to rest. The program has an alarm function to bring you around
(although hunger or requiring the loo will bring you around) and can set the
depth of the hypnotic sleep. Light hypnosis allows you to relax and aids sleeping.
Mild hypnosis will allow you to sleep and relax in a busy area or uncomfortable
areas (like in a car) while deep hypnosis will let you crash out completely
(you won't wake unless injured or medically stimulated). The program takes one
minute per "depth" level to lower you into hypnosis. Unwilling targets must
make a difficult will power task to remain active.
Resources: One Resource Point
Storage Space: 10 MU
Cost: $900
Autopilot
This program allows you to perform a simple series of actions upon request.
This is useful when you don't have time to train for a task. Simple actions
such as rappelling (controlled descent down a rope), basic acrobatics, reloading
a weapon, or even dance moves can all be programmed into the software. The program
can store five "patterns" per rating.
Resources: One Resource Point per five ratings.
Storage Space: 10 MU per rating
Cost: $800 per rating
Autosleep
This program stimulates your brains "shutdown" procedure allowing you to
sleep in the most uncomfortable environments. Autosleep also has an alarm function
which kicks your system into waking up from sleep (natural or artificial sleep).
If the program is set for too long a sleep you will be awakened by hunger or
the need for the bathroom.
Resources: One Resource Point
Storage Space: 5 MU
Cost: $800
Biomonitor
This program monitors all your vital signs just like the system monitor implant.
The program can output to optics, audio or out via your data plugs. This program
helps reduce shock adding +2 resisting torture or drugs and increases TOUGHNESS
by two.
Resources: One Resource Point
Storage Space: 5 MU
Cost: $1,000
Buzz
This dubiously legal program stimulates the pleasure centers of your brain.
Not addictive is used occasionally but continual use can cause the nodes to
burn out (temporarily) and seriously psychological addiction (difficult [20+]
willpower roll to kick). The strength of the program represents the power of
the rush gained and also increases the withdraw difficulty accordingly. A frequent
user, or buzzer or wire-head, can be considered "out of it" while
tripping on their electro-stimulus. The program is useful for disabling a hostage.
Resources: One Resource Point per two ratings
Storage Space: 2 MU per rating
Cost: $1,500 per rating
Config
This utility allows you to configure your own cybersystems. You can switch
them on / off and give some systems priority over others when information is
coming in.
Resources: One Resource Point
Storage Space: 2 MU
Cost: $500
Culture
This program gives you language +2, culture (area) +2 and geography +2 about a specific culture. It may not be perfect but it stops you behaving like a total barbarian.
Resources: Three Resource Points
Storage Space: 60 MU
Cost: $2,000
Feign death
This programs slows your vital signs down putting you into a controlled
coma. Unless your viewer can make a very hard [25] medtech or first aid roll
you will appear dead. This program has an alarm function which can be preset
to wake you. The program takes D6 minutes to shut you down and you will remain
lethargic for D6 minutes afterwards (a -2 to all rolls).
Resources: One Resource Point
Storage Space: 8 MU
Cost: $1,000
Highrider
Similar to the culture chip except this program gives you +2 in space survival,
culture: highrider and zerobatics.
Resources: Three Resource Points
Storage Space: 60 MU
Cost: $2,000
Image Integration
This program collates different "senses" and builds them into one picture.
It could combine your vision with tremor readouts from your motion detectors;
reflected radar as waves and a pattern to show radiation into one visual form.
It is very useful if you have a lot of sensory information from natural and
cybernetic systems, but cannot monitor them separately.
Resources: One Resource Point
Storage Space: 10 MU
Cost: $1,000
Monitor
This smart program monitors a subject, typically a sense, and alerts you
when it has changed (or not changed). This allows to "dampen" the sensory input
and lets you to concentrate on other things ignoring distraction penalties up
to -4.
Resources: One Resource Point
Storage Space: 10 MU
Cost: $1,000
Pattern Cognition
This program enhances your ability to spot patterns in music, art, codes
or mathematics giving you at +2 to all related tasks (including intrusion rolls).
Resources: One Resource Point
Storage Space: 15 MU
Cost: $2,000
Remote Session
This program allows the user to connect to a remote host via a wireless link
or dataplug connection. All of the processing is carried out on the remote host
and only text or video graphics are sent back to the client (namely the neural
computer user). This program is very useful for running programs that require
lots of resources or specialist hardware. The software is very powerful but
does require a host with application services to function. The session can play
back video or holo footage, but a full sensorium, such as a sim, are beyond
it.
Resources: One Resource Point
Storage Space: 10 MU
Cost: $1,000
Script
This useful utility reads in a script (either text or audio) into your short
term memory allowing you repeat the script flawlessly as it is "read" into your
short term memory.
Resources: One Resource Point
Storage Space: 5 MU
Cost: $900
Secretarial
This program contains a database in which you can store information about
employee's, friends or contacts. The program adds +2 to tests involving remembering
details about someone on file (from factual, visual and audio aspects).
Resources: One Resource Point
Storage Space: 10 MU
Cost: $1,000
Silent Messenger
This program can only be used if the wearer has a cyberaudio radio/phone
link or dataplug / wireless link to a mobile phone. The program reroutes and
translates the muscle commands from the voice box and converts it to a digitized
spoken response. Should the user have a wireless link, he can send directly
to another wireless user in a form of "cybertelepathy".
Resources: One Resource Point
Storage Space: 15 MU + 5 MU per digitized voice.
Cost: $3,000
Speed
This program boosts the speed of signals passing through the neural computer.
The program's level is the maximum initiative bonus, but the user must have
one resource point free per +1 bonus desired.
Resources: One Resource Point is required per +1 initiative (max bonus = program
rating)
Storage Space: 2 MU per rating
Cost: $1,000 per rating (and 2D6 IL)
Syn-Voice
These programs are used to control the voice synthesizer implant. Growler,
banshee, robot, squeak, male and female voice programs alter the user's own
vocal pattern (even inflection and tone are copied). Straight voice copies are
also available, media-stars, singers and other famous people are often sampled.
Resources: One Resource Point
Storage Space: 5 MU per voice
Cost: $1,000
System Check
This program runs a self-diagnostic routine that locates and repairs faults
if possible. The program creates a report which adds +2 to repair rolls.
Resources: One Resource Point
Storage Space: 5 MU
Cost: $900