Equipment:
Computer Hardware
| Item | Cost | Weight |
|---|---|---|
| Brainports | ||
| Input | 1,000 cr | |
| Output | 1,000 cr | |
| IO | 1,750 cr | 1/2 lb. |
| Full | 2,500 cr | 1 lb. |
| Dataports | ||
| Physical | 0.1 cr | |
| Cable | 0.1 cr | |
| Transceiver | 0.3 cr | |
| Inducted | 0.1 cr | |
| Networked | 0.2 cr | |
| Digital glasses | 5 cr | |
| Diplomat's board | 1,200 cr | 3 lb. |
| Ear dot | 1 cr | |
| IO glasses | 50 cr | 1/2 lb. |
| Nail dot | 0.4 cr | |
| Runevisor | 5,000 cr | |
| Skill chip | ||
| Standard skill | 100 cr | |
| Trained only | 300 cr | |
| Exclusive | 500 cr | |
| Slave | -150 cr | -1 lb. |
| Throat dot | 5 cr | |
Brainport: This device integrates a brain with a data device. Other ports may connect the brain to other devices. Brainports are neurological medical prosthetics, and are handled by the rules governing other prosthetics. A full brainport is considered a significant upgrade, while other brainports are small upgrades. The XP cost is half of the cost in credits. Soulmechs may also purchase brainports as upgrades, with half the credit cost and XP cost. Their neural networks are designed for modularity, so such improvements are normal upgrades.
Projective versions of brainports rely on shortrange EM projectors. They can tap into the brain without the need for implants. The cost is 10 times that of a normal brainport, and such devices weigh 20 to 50 lbs. Port projectors are capable of being used indefinitely, barring periodic maintenance.
An output brainport transmits a limited amount of information from the brain to other devices. Possible output includes movement and position of the body, movements or operation of the voice box, what the character hears or sees, and so on. Taste, touch, and smell are transmitted, but the output is a bit flat and indistinct. This device is a common first step for characters interested in immersive information. An output brainport increases the circumstance bonuses gained from a datapad or other device to +3.
An input brainport transfers information from a device to the user's brain. The character sees, feels, and hears relayed data. The most common use of input brainports is passive immersion. The character experiences the lives of actors or regular people through the port. An input port increases circumstance bonuses from datapads and other devices to +3.
IO brainports transmit information to and from the brain. This is the port of choice for serious hackers, allowing them to live and breath information and code. It also can leave them vulnerable to outside manipulation. Most hackers have a physical port leading from an IO brainport to a datapad. Otherwise, another hacker could access their brainport directly. IO brainports negate the -4 penalty on attack rolls for operating robots or other remote devices. When used with a datapad, it increases circumstance bonuses to +4.
Full brainports are dangerous and considered restricted technology on technological worlds. With a full brainport, thoughts and impressions, memories, and even sensations can be transmitted. The port offers incredible bandwidth to communicate such detailed information. A full brainport confers all the benefits of an IO brainport and also supports the use of skill chips.
The dangers to a full brainport user from hacking are staggering. At the very least, a hacked full brainport allows others to monitor the character's brain. A hacker could conceivably stop the character's heart, immerse him in searing pain, or obliterate memories, all within a few seconds. Those who rely on the port for skill chips usually use fixed physical ports, to prevent hacking from a distance.
Dataports: Ports provide communication between different devices. Even weapons and armor may conceivably have dataports. They are also capable of transferring low levels of energy to components, and can be used to recharge items with small cells.
Ports come in several varieties: physical, shortrange transceiver, or inducted transceiver. Each has advantages and disadvantages. A character can add a port to a datapad or other device by making a Repair check (DC 15). Secure devices may be designed to only accept a certain number of ports. Adding ports for these devices requires a Repair check (DC 20).
A personal communicator can be linked to a personal network of devices, allowing datapads and other equipment to communicate with other devices and networks over considerable ranges. The datapad's standard wireless modem is usually sufficient unless the character is far from civilization.
Thin fiber-optic cables connect physical ports. The biggest advantage of physical ports is that they do not show up in passive area scans and are nearly impossible to tap into from a distance. Physical ports are quite cheap, at 1 dek per port or five-foot length of cable, and derive any needed power from the devices they connect. Physical ports can even be integrated in clothing, though this doubles the cost of the clothing. These integrated ports allow the user to create a personal network connecting many different devices worn or carried on his person.
Short-range transceivers have a range of five feet. No cabling is necessary, and these ports can adapt to new equipment easily. Also, if only one device is going to be accessed at a time, only one port is needed per device. A datapad using a short-range transceiver port can switch between peripherals as needed.
Short-range transceivers are somewhat difficult to detect with security devices (+5 to DCs), as they are simple devices that use very little power. They are vulnerable to hacking from a distance, and are disrupted by signal jammers. A short-range transceiver costs 3 deks, and derives the small amount of power it needs from the device it is connected to. If a transceiver is on an unpowered device, an integral power source can easily handle its power needs for months at a time.
Inducted transceivers rely on the low-energy electric fields emitted by most devices. Living beings, soulmechs, and robots have different types of fields, but these transceivers can handle these differences easily. The transceiver essentially uses the body as a medium of transmission. The transmission only works in a relatively standard atmosphere, though these devices can function properly within a sealed suit. This dataport otherwise functions like a shortrange transceiver. The advantage of the inducted transceiver is that it is difficult to hack (DC +10) and cheap. It also draws the miniscule amount of power it needs from the movement of the wearer.
Networked transceivers are a blend of ports. They rely on special clothing or materials as a transmission medium and have an extreme short range beyond that. The advantage of this system is that it is difficult to hack (DC +10) and can function in any environment. Networked transceivers are somewhat affected by signal jammers. Despite the higher cost, this is the system of choice for security-minded characters. It draws any power needed from linked devices or movement.
Digital Glasses: These are simple display devices, suitable for use with datapads and other devices. Digital glasses are equipped with a physical port, and additional ports can be added.
Diplomat's Board: A diplomat's board looks like an oversized datapad large enough to cradle in one's arm. It combines the functions of a language translator, personal communicator, behavior analyzer, and datapad in one package specifically tailored for diplomatic situations. The unit's flatscreen view panel allows a skilled diplomat to casually glance at information or input data without others taking much notice.
As a datapad with information input and retrieval functions, it provides a +2 circumstance bonus to related skill checks that depend primarily on information. The board's datapad functions come hardwired with datachips for the Galactic Encyclopedia (Knowledge [geography and history]), Taxinom's Universal Etiquette (Diplomacy), and the Holy Bible (Knowledge [religion]). A datachip port can download the contents of up to 10 additional programs. An integrated comm modem and hardwired port also allow data transmission and information download.
The designers realized that many foreign beings distrust language translators and their electronic speakers. Although the board's integrated translator can provide the same audio input/output that a standard translator headset can, its default function interfaces completely through the flatscreen display. Language programs translate incoming speech and display it on the flatscreen (with appropriate pronunciation tips) for the diplomat to speak himself. A language context program works with the board's sensory functions to offer a more nuanced translation for conversations. The device's protocol programming then shows several response options based on previously translated remarks, context parameters, and any additional notes the diplomat inputs. Assuming the diplomat reads the flatscreen translations and speaks them himself, he suffers only a -1 circumstance penalty on skill checks that rely on language ability (including Bluff, Diplomacy, and Peform). He suffers a -3 penalty on such checks should he switch the board's translator function over to that of a standard language translator that speaks for him through the integrated speaker.
The board's personal communicator allows the diplomat to interact quietly with someone else at a remote location through the flatscreen interface. An off-site diplomat can read translated conversations from an envoy with the unit, and transmit his own responses for the envoy to read. The communicator also has an integrated speaker/microphone to allow voice communication.
The board's behavior analyzer takes readings through several concealed sensor ports. It measures fluctuations in pheromones, voice patterns, and bioelectrical fields of subjects within seven feet of the board's front panel. This provides a +2 circumstance bonus on Sense Motive checks, but also assists the language context program to provide appropriate translations.
Many politicians, explorers, merchants, and ambassadors find the diplomat's board useful in delicate interactions with unfamiliar cultures. The device is readily available to those with diplomatic credentials, though others can still obtain it through less direct channels.
Ear Dot: Usually integrated into a helmet or visor, these tiny devices are placed near the user's ears. They act as speakers, transmitting audio signals from linked devices that only the wearer can hear. Ear dots are nearly invisible (Spot check DC 30, Search check DC 20). Ear dots are typically linked to inducted transceivers.
IO Glasses: These are a more advanced version of standard digital glasses. IO glasses monitor movements of the eyes and send this information to other equipment. Eye movements can be used to control a datapad or other equipment. Operating a device through eye movements imposes a -4 circumstance penalty on related tasks. IO glasses typically have short-range transceiver ports, but versions with other ports are also available.
Nail Dot: Nail dots are small, sticky components that are nearly transparent. Regarded as disposable technology, they are applied to the fingernails. After a month or two, nail dots peel off and are simply replaced. Each has a small positioning sensor, determining precisely where they are in relationship to the wearer, each other, and a networked device. The nail dots on one hand tie into one another in a small inducted-transceiver network. This network can then tie into any other inducted transceiver port worn by the character, communicating the hand's position and orientation. Nail dots can be used as a wireless, three-dimensional control interface for datapads and other equipment. A character can manipulate a dataspace, moving files around, typing in commands, or otherwise interfacing with a device. The character can manipulate data quickly and easily, wearing digital glasses and making easily learned gestures.
Runevisor: The runevisor consists of a metal, rune-inscribed band that covers the eyes. An electronic interface works with the arcane symbols to enhance one's view of the inner workings of spells and technology. Sonic interface earpieces hold the visor in place and augment its vision-enhancing qualities with audio frequency analysis. A dataport allows the user to download data directly from the visor into a computer or datapad programmed to interpret the readings.
To use a runevisor one must have the Technical Proficiency feat and at least 2 ranks is Spellcraft and Knowledge (arcana). It augments the user's vision and hearing to better understand the true nature and interaction of spells and technology. The runevisor provides a +4 circumstance bonus on Disable Device, Knowledge (arcana), Repair, Research, Spellcraft, Use Device, and Use Magic Device checks for tasks relating to the interface of magic and technology. The visor also obscures one's normal vision and hearing. The wearer suffers a -2 penalty on other vision- and hearing-based skills (Listen, Search, Sense Motive, and Spot), has a -2 penalty to all attack rolls, and loses his Dexterity bonus to Armor Class. Those who regularly use runevisors rest them atop their head and tuck the sonic interfaces behind their ears when not in use.
The technomancers of the Academy of Arcane Technology craft runevisors according to an ancient manual in their closely guarded library. Academy graduates create their own visors as part of their trainingthey serve as badges indicating previous study at the school and marks of identification among alumni. The academy faculty bestows visors upon a select few honored guests, notable dignitaries, and a handful of exemplary colleagues outside their institution. Given the academy's ancient existence, some runevisors have inevitably found their way onto the open market. Academy alumni who fall on hard times sometimes sell their runevisors for hard credits. Runevisors sometimes fall into the hands of pirates and thieves who take them from victims and sell them for profit. Elite merchants dealing in machines merged with magic pride themselves on their stock of ill-gotten runevisors.
Skill Chips: Skill chips are programs focused on specific skills, designed from the experiences of experts. These chips grant 2 skill ranks in a single skill (as datachips). Skill chips are also available for specific weapons, conferring a +2 circumstance bonus on attack rolls with that type of weapon. Chips focused on Knoweledge skills and other purely mental skills can be accessed via a standard datapad and conventional interface. Skill chips that enhance skills with a physical component must be accessed through a brainport.
Feats and class abilities represent broad talents and experience. Although there have been attempts to capture these with skill chips, it has so far proven impossible to simulate them.
Note that skill chips for physical activities are linked to the body image of the character. A Perform (dancing) skill chip recorded by a dwarf is going to have limited application to an elf, and almost none to a dragon. If the identity match has some problems, the chip provides only 1 rank in the skill. A complete mismatch actually imposes a -2 circumstance penalty on related tasks.
Robots can have skill chips. This is distinct from regular programming that grants skills. Robotic skill chips are effectively temporary programming. Note that only skills the robot is actually permitted to use may be accessed via a skill chip. A robot lacking combat programming cannot take advantage of a weapon skill chip.
Slave: Many devices have integrated microprocessors, such as digital binoculars and security scanners. An ambitious technologist may want to procure equipment without the frills, relying on a network of devices to provide all needed functions. Buying a stripped-down version of a device typically reduces the cost by 20%. Ports must be installed to link the device to a datapad. Software running on a datapad can handle one device intensively, or five devices at a normal load. More than that requires either a larger datapad or cycling the work.
Throat Dot: A throat dot is a small transparent microphone. It is sticky and is placed on the skin near the voice box. Its position and sensitivity means that, with practice, a character can subvocalize commands and communications. A person standing within five feet of a subvocalizing character can make a Listen check (DC 35) to overhear the conversation or commands. Throat dots have integrated inducted transceivers and are able to network with other devices worn on the user's person.
