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{\bf SENSORY SYSTEMS.\\
\\
Sight/Visual/Eye Modifications.}\\
\\
{\bf Artificial Eye.}\\
{\bf Cost:} ~\$25,000 (*). \\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair. ~{\bf Recovery:} 2 weeks. 
{\bf Mass:} ~Negligible. ~{\bf Power:} ~None.\\
This allows normal, 20/20 vision. ~Many Sight modifications
require at least one artificial eye, and can be installed at
the same time as the eye(s) at no additional operation cost. 
When using dissimilar eyes, a patch must be worn over one (or
an artificial one can be turned off), or a -2 penalty is
applied to Vision checks for conflicting signals. \\
\\
{\bf Acute Vision.}\\
{\bf Cost:} Varies (see below). ~\\
{\bf Operation Cost:} \$2,000; \$1,400 for one eye. {\bf Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This must be bought for both eyes, which must be artificial,
or no bonuses will be received. ~These bonuses apply to Vision
rolls just like the Acute Vision advantage. \\
{\bf Bonus ~~~~~~~~~~~Cash cost ~~~~~~}\\
 +1 ~~~~~~~~~~~~~~~\$20,000 ~~~~~~~~~\\
 +2 ~~~~~~~~~~~~~~~\$50,000 ~~~~~~~~~\\
 +3 ~~~~~~~~~~~~~~\$130,000 ~~~~~~~~~\\
 +4 ~~~~~~~~~~~~~~\$230,000 ~~~~~~~\\
 +5 ~~~~~~~~~~~~~~\$330,000 ~~~~~~~\\
\\
{\bf Alternate Spectral Range}\\
{\bf Cost:} \$2,000 per eye per set. ~\\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair.{\bf ~~Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Enables visual perception of non-visible wavelengths of the
electromagnetic spectrum. ~Any number of "sets" (of which
there are 10) may be added. ~These "sets" are Short Waves,
Standard Radio Waves, VHF, UHF, SHF (Radar), UV, X-Rays, Gamma
Radiation, IR and Microwaves. ~Each "set" is assigned one
color (chosen by the cyborg or cyberdoc before implanting, or
reprogrammable at will if a Visual Processor is installed),
and radiation in each "set" will be perceived as light of that
specific color, brightness depending on intensity. ~Price
modifiers for unnatural appearance do not apply. ~No power
required.\\
\\
{\bf Optic Readout}\\
{\bf Cost:} \$5,000. ~\\
{\bf Operation Cost:} ~\$1,400. ~{\bf Recovery:} ~1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
At least one eye must be artificial. ~This creates a "computer
screen" display across the cyborg's field of vision. ~Other
cyberware can output messages to this display unit. ~\\
This is made redundant by a Visual Processor.\\
\\
{\bf Polarization ("Shades")}\\
{\bf Cost:} \$1,000 per level of protection, for one eye.\\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair. ~{\bf Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This is for artificial eyes only, and gives protection against
glare and sudden bright light (each level negates one point of
penalty for glare, and adds 1 to rolls to avoid being dazed or
blinded by bright light). ~A maximum of 5 levels may be added
to each eye.\\
\\
{\bf Light Intensification}\\
{\bf Cost:} \$15,000 for both eyes.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 2 weeks. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Cost: \$15,000 for both eyes (which must be artificial). ~\\
These eyes pick up and amplify any available light. ~They
halve any penalty for darkness (round in the cyborg's favor)
except for complete darkness. ~They burn out if hit by a
laser, unless at least three levels of Polarization are also
present. \\
\\
{\bf Independent Focus}\\
{\bf Cost:} \$40,000, including operation. ~{\bf Recovery:} 3 weeks. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Artificial eyes are not required. ~Very little artificial
material is actually inserted; the operation involves a lot of
restructuring of muscle and nerves, and allows each eye to
focus independently of the other--like the eyes of a
chameleon, for instance. ~It gives all the benefits of the
Peripheral Vision advantage, and even allows aiming at two
different targets at once. ~Using this in company or public
will generally cause a -1 reaction penalty (as well as, often,
intense curiosity)\\
\\
{\bf Infravision}\\
{\bf Cost:} \$15,000 for both eyes.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 2 weeks. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Both eyes must be artificial. ~This modification allows
perception of infrared light in detail, to make a "thermal
image" of the surroundings. ~The temperature of an object
determines its apparent color:\\
{\bf Color ~~~~~~~Temperature (in degrees Celsius/Fahrenheit)}\\
White ~~~~~~~~~66 up/150 up ~~\\
Red ~~~~~~~~~~~55-65/130-149\\
Orange ~~~~~~~~38-54/100-129\\
Yellow ~~~~~~~~27-37/80-99\\
Green ~~~~~~~~~21-26/70-79\\
Blue ~~~~~~~~~~10-20/50-69\\
Indigo ~~~~~~~(-7)-9/20-49\\
Violet ~~~~~~-8 down/19 down\\
Moreover, this modification gives a +2 bonus to spot living
creatures or other heat sources in a visual area scan, bonuses
to Tracking a new trail (+3 for a trail up to 10 minutes old,
+2 up to 20 minutes, +1 up to 30 minutes) and it reduces
darkness penalties to -1 while fighting--assuming the
opponents develop heat of some kind, like all humans and most
machines do. ~Allows sight in absolute darkness provided there
is a temperature difference between bodies of at least 5
degrees Celsius. ~A sudden flash of heat can cause blindness,
unless Polarization is added. \\
\\
{\bf Microscopic Vision}\\
{\bf Cost:} ~\$10,000 per level, for one eye. ~\\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair. ~{\bf Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Requires artificial eye(s). ~Each level doubles magnification
of small objects, out to a 30 cm range. ~(Examples: ~Level 1 =
2*, Level 2 = 4*, Level 3 = 8*, Level 7 = 128* etc.)\\
\\
{\bf Night Sight}\\
{\bf Cost:} \$10,000 for one eye. ~\\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair. ~{\bf Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} 1 per 10 hours.\\
Requires artificial eye(s). ~This system is an active UV
sensor for night use. ~UV light is emitted by the eye, bounces
back, and is interpreted by the eye. ~Allows vision even in
total darkness. ~Other UV sources are clearly visible. ~Active
UV gives normal vision within 8 m (-1 penalty for each 3 m
beyond that). ~The active beam can be seen by other UV
sensors, adding +2 to Vision (or even aiming/hit rolls) for
opponents with UV sensors. ~Beam can be switched off, allowing
the eye to function as a passive UV sensor. ~An active UV beam
will cause fluorescent objects to glow with visible light.\\
\\
{\bf Retinaprint}\\
{\bf Cost:} \$50,000 for one eye. ~\\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair. ~{\bf Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This is an experimental system, and requires an artificial
eye. ~Allows the eye to store up to 20 sets of retina prints,
which can be simulated at will. ~These retina print sets could
be reprogrammed via a computer implant. ~Note that {\it both\/} eyes
would need to be equipped with this to fool most retina
scanners--and that {\bf is} a bit expensive.\\
\\
{\bf Telescopic Vision}\\
{\bf Cost:} \$15,000 per level for one eye.\\
{\bf Operation Cost:} \$1,400; \$2,000 for a pair. ~{\bf Recovery:} 2 weeks. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This system allows long-distance magnification. ~Each level
doubles magnification, just as with Microscopic Vision, but
the magnification is limited to what would be visible to
normal eyes from 30 cm away. ~Eye must be artificial.\\
\\
{\bf 360-degree Vision}\\
{\bf Cost:} \$250,000 (inclusive of operation).\\
{\bf Recovery:} 1 month. ~{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 100 hours. ~\\
A built-in, concealed optic sensor array in the back, sides
and top of head allows all-round vision. ~No artificial eyes
required. ~Possession of Karate or Judo skill allows attack
against targets behind the cyborg at no penalty, otherwise,
treat "off-hand" and back hexes at -2 to hit. ~No penalties
when defending against attacks from the side or rear. ~Much of
the cost goes toward work on the nervous system, so artificial
appearance will only have half its normal effects. ~That is, a
"semi-natural" system costs \$187,500, while an obviously
artificial system costs \$100,000--and you have four extra eyes
in your head (one on each side and two in the back), all of
which are obviously cyberware. ~Prepare for hefty reaction
penalties when dealing with anyone but a cyberphile.\\
\\
{\bf Video Reception}\\
{\bf Cost:} \$20,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per 20 hours.\\
Allows the cyborg to receive video broadcast signals, and
display these onto the optic nerve (Note: ~This does not
include sound--though Audio Reception can provide that). ~No
artificial eyes required. ~Can be combined with Video
Broadcast (to be installed as one system). ~\\
\\
{\bf Video Broadcast}\\
{\bf Cost:} \$25,000. \\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 6 minutes.\\
Allows the cyborg to transmit video signals, which requires
artificial eyes OR a Visual Processor. ~This standard system
has a range of maybe 1-5 km, depending on conditions. ~\\
\\
{\bf Visual Processor}\\
{\bf Cost:} \$15,000 + \$1,000 per level.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
Includes a small chip where digitized optic nerve signals can
be stored--each level allows one minute's worth of data. ~This
also allows overlaying of different images, playback, "splitscreen" in the head, etc., as well as searching and
translating data on mental command. ~It can also place a
"computer screen" display across the cyborg's field of vision,
just like the Optic Readout system. ~Output can be routed
through a DNI or Video Broadcast, to be recorded and/or
translated elsewhere. ~Does not require artificial eyes.\\
\\
{\bf Video Recorder}\\
{\bf Cost:} \$10,000. \\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 100 hours.\\
This system requires artificial eyes, or a Visual Processor. 
It allows recording of digital pictures, either stills or
moving video. ~Standard storage medium is miniature hiresolution digital video tapes, available almost anywhere for
about \$20 for a 60-minute tape (which corresponds to about
60,000 stills). ~Tapes are typically loaded through a small
port concealed beneath a skin flap. ~The system can include an
internal scanner for an additional \$5,000 (allowing playbackin-the-head), or output can be routed through a Visual
Processor or a Video Reception system. ~A combination
Audio/Video recorder can also be installed, for \$15,000. ~See
Audio Recorder; the combination system requires only one tape
for both sound and picture.\\
\\
\\
{\bf Hearing/Auditory/Ear Modifications.\\
\\
Artificial Ear}\\
{\bf Cost:} \$10,000 for one ear. ~\\
{\bf Operation Cost:} \$700; \$1,000 for a pair. ~{\bf Recovery:} 1 week. 
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Note that this modification is internal; the outer ear is a
cheap cosmetic prosthesis (which can be replaced, if damaged,
for about \$1,000). ~The artificial ear senses sound, which it
translates to nerve signals and relays to the auditory nerve. 
Many other Hearing modifications require artificial ears, and
these can be installed along with the artificial ears at no
extra cost.\\
\\
{\bf Acute Hearing}\\
{\bf Cost:} \$15,000 per level, for both ears.\\
{\bf Operation Cost:} \$1,000 for a pair. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This requires both ears to be artificial. ~Each level (maximum
is 5) gives +1 to Hearing checks, just like the Acute Hearing
advantage. ~The price assumes both ears to be modified;
modifying only one ear gives no benefits.\\
\\
{\bf Parabolic Hearing}\\
{\bf Cost:} \$5,000 per level. ~Add \$5,000 for a variable arc.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per day.\\
Both ears must be artificial. ~Price assumes modification to
both ears; modifying one ear gives no benefits. ~This system
allows the cyborg to "zoom in" on a particular sound or area,
and includes a filter to sort out background noise. ~Consult
this table:\\
{\bf Sound level (dB) ~~~~~~~~~Example ~~~~~~~~Range (m)}\\
 ~~~~~~~10 ~~~~~~~~~~~Leaves rustling ~~~~~~~~~0.25\\
 ~~~~~~~20 ~~~~~~~~~~Quiet conversation ~~~~~~~0.5\\
 ~~~~~~~30 ~~~~~~~~~Normal conversation ~~~~~~~1\\
 ~~~~~~~40 ~~~~~~~~~~~~Light traffic ~~~~~~~~~~2\\
 ~~~~~~~50 ~~~~~~~~~~Loud conversation ~~~~~~~~4\\
 ~~~~~~~60 ~~~~~~~~~~~~~Noisy office ~~~~~~~~~~8\\
 ~~~~~~~70 ~~~~~~~~~~~~Normal traffic ~~~~~~~~16\\
 ~~~~~~~80 ~~~~~~~~~~~"Quiet" rock band ~~~~~~32\\
 ~~~~~~~90 ~~~~~~~~~Thunder, heavy traffic ~~~64\\
 ~~~~~~100 ~~~~~~~~~~Jet plane at takeoff ~~~128\\
 ~~~~~~110 ~~~~~~~~~~Very loud rock band ~~~~256\\
 ~~~~~~120 ~~~~~~~~~~~Metallica at 50 m ~~~~~512\\
This shows examples of sounds of each 10-decibel level. 
Moreover, it shows the distance (in meters) a listener must be
from each sound to hear it as clearly as a normal conversation
at 1 m. ~For each level of Parabolic Hearing, shift one line. 
That is, double the range at which a particular sound may be
heard. ~For example, a cyborg with Parabolic Hearing +2 can
hear a normal conversation as clearly at 4 m range as an
unmodified person could at one meter. ~Four types of Parabolic
Hearing are available, differing only in the width of field of
input: ~30, 10, or 1 degree, and variable (which costs \$5,000
extra).\\
\\
{\bf Sound Edit-Out}\\
{\bf Cost:} \$10,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
Does not require any artificial ears. ~The system allows the
cyborg to specify which types of sounds he wishes to
concentrate on, eliminating "background noise" from the
auditory nerve. ~Gives a +5 bonus to any Listen checks
concerning these sounds, as well as securing the cyborg
against being deafened or stunned by loud or sudden sounds as
far as the nerves are concerned--but natural eardrums etc. may
still be damaged. ~As other sounds are eliminated, this system
can be switched on or off. ~With a computer implant, it may be
reprogrammed at will. \\
\\
{\bf Subsonics}\\
{\bf Cost:} \$10,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Requires both ears to be artificial. ~The cyborg can hear
sounds with subsonic frequencies. \\
\\
{\bf Ultrasonics}\\
{\bf Cost:} \$10,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Requires both ears to be artificial. ~The cyborg can hear
sounds with ultrasonic frequencies.\\
\\
{\bf Radio Reception}\\
{\bf Cost:} \$10,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per 20 hours.\\
Receives radio signals of whatever broadcast frequency (also
digital radio), and relays signals directly onto the auditory
nerve. ~No artificial ears required. ~Under some conditions,
some sort of antenna arrangement might be desirable (or even
necessary). ~This system can also be used to relay data to any
sensory processor system or computer implant.\\
\\
{\bf Radio Transmission}\\
{\bf Cost:} \$15,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 6 minutes.\\
Artificial ears are not required--the system can use small
microphones inside the natural ears at an extra cost of \$500. 
Can broadcast digital radio signals on any radio frequency
(SRW, SW, VHF, UHF). ~Range is usually about 1 to 5 km,
depending on weather and local terrain (in a city it would
typically be less than 2 km). ~Connection to a more efficient
antenna arrangement can boost range dramatically. ~This system
can also be used to output data from any sensory processor
system or computer implant.\\
\\
{\bf Audio Processor}\\
{\bf Cost:} \$10,000 + \$1,000 per level.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
A small chip digitizes auditory signals, and stores one
minute's worth per level. ~Can search, translate, replay and
otherwise process stored sounds by mental command. ~Output can
be routed through any audio output device, or a DNI link. ~\\
\\
{\bf Audio Recorder}\\
{\bf Cost:} \$5,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 100 hours.\\
Records sound on miniature digital hi-fi tapes. ~It can take
input from artificial ears, or from miniature microphones in
natural ears--which costs \$500 extra. ~Alternatively, an Audio
Processor can be used as input device. ~One 60-minute tape
costs about \$20. ~Can also be played back through a Radio
Reception unit or an Audio Processor, or a special playback
rig (\$2,000 extra). ~This system can be combined with a Video
Recorder for \$15,000, using the same tape for both picture and
sound.\\
\\
\\
{\bf Taste/Gustatory Modifications.}\\
\\
{\bf Taste Sensor}\\
{\bf Cost:} \$10,000 +\$5,000 per level (maximum 5).\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 5 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per month.\\
The basic version of this system is a quite simple chemical
sensor placed in the mouth, which functions like a normal
tongue for purposes of sensing taste--a "tongue replacement". 
For each level of improvement, a +1 bonus is granted to any
Taste rolls, like the Acute Taste/Smell advantage--this does
not affect Smell rolls, though.\\
\\
{\bf Taste Processor}\\
{\bf Cost:} \$7,500 + \$750 per level.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This is a tiny microprosessor which can store gustatory data
in digitized form, and can process input from the tongue or
another input device. ~It can analyze, search for and replay
any stored data. ~Each level allows 10 specific tastes to be
stored. ~It can use Radio Reception/Transmission as an I/O
device.\\
\\
{\bf Olfactory/Smell Modifications.}\\
\\
{\bf Olfactory Sensor}\\
{\bf Cost:} \$10,000 + \$5,000 per level (maximum 5). ~\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 5 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per month.\\
This is a very small device implanted along the olfactory
nerve (often in the nostrils), and the basic system does
nothing that an ordinary nose can't--it's just a prosthesis
for people whose noses don't work. ~For each level of
improvement, a +1 is granted to any Smell rolls (like the
Acute Smell advantage--does not affect taste, though). ~\\
\\
{\bf Directional Scent}\\
{\bf Cost:} \$5,000; \$10,000 for the variable version.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This modification requires an Olfactory Sensor, and works by
limiting the input area to a cone-shaped sector in front of
the cyborg, thus eliminating many disturbing background
scents. ~Four types are available, differing only in the width
of field available: 30, 10, or 1 degree, and variable.\\
\\
{\bf Scent Edit-Out}\\
{\bf Cost:} ~\$10,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This allows the wearer to specify which particular scent(s) he
wishes to concentrate upon, eliminating the nerve signals
which carry any other scents. ~Thus, a +5 bonus is granted to
any Smell rolls concerning these specific smells while other
smells are completely hidden and cannot be detected. ~The
system can store ten specific smells which can be selected;
reprogramming is possible if linked to a Scent Processor or
general computer implant with the correct software, or using
an external computer via a DNI link.\\
\\
{\bf Scent Processor}\\
{\bf Cost:} \$7,500 + \$750 per level.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This is very similar to the Taste Processor, except that
olfactory data (smells) are stored instead. ~Ten specific
smells may be stored per level of this implant. ~Just like the
other processors, this one can use Radio
Reception/Transmission for I/O.\\
\\
{\bf Tactile/Touch Modifications.}\\
\\
{\bf Sensitouch}\\
{\bf Cost:} \$2,500 per level (maximum 5).\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 day. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Nerve ending enhancers placed in small skin grafts, Sensitouch
pads are given a power level which is added as a bonus to any
applicable tactile sense rolls, and to some tasks requiring
high manual dexterity. ~This system covers a patch of skin
about one square centimeter in area, and it is most commonly
placed on the tip of a finger. ~Each one-cm-squared area
covered is considered a separate system. ~Note that covering
the average person's entire body with sensitouch pads of level
1 will cost approximately \$50 million--only small areas can
reasonably be augmented. ~A few rich sybarites have had their
genitals so enhanced....\\
\\
{\bf Tactile Edit-Out}\\
{\bf Cost:} \$10,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This allows the wearer to specify which particular tactile
nerve signals he wishes to concentrate upon, and eliminates
all others. ~Usually patched into the CNS directly at the base
of the neck.\\
\\
{\bf Tactile Processor}\\
{\bf Cost:} \$7,500 + \$750 per level.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
Similar to the other sense processors available, this stores
ten minutes of tactile impressions per level.\\
\\
{\bf Miscellaneous Sensory Enhancements.}\\
\\
{\bf Thermal Sensor}\\
{\bf Cost:} ~~\$1,200.\\
{\bf Operation Cost:} \$100. ~{\bf Recovery:} 2 hours. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This is little more than a highly accurate thermometer placed
directly under the skin anywhere on the body. ~It measures the
precise temperature of the surrounding air in both Fahrenheit
and Celsius degrees (can also output temperature in Kelvin). 
This data can be continuously relayed to any other system,
such as an Optic Readout.\\
\\
{\bf Thermal Edit-Out}\\
{\bf Cost:} \$5,000.\\
{\bf Operation Cost:} \$500. {\bf Recovery:} 2 days. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This allows the cyborg to ignore (actually, be totally
oblivious to) the effects of temperature. ~There's some danger
with this system, though, because the cyborg may start taking
damage from extreme temperatures without even noticing. ~It
can be set to deactivate automatically at any high or low
temperature threshold if a Thermal Sense system is available.\\
\\
{\bf Bioradar}\\
{\bf Cost:} \$30,000 (*) + \$2,000 per level.\\
{\bf Operation Cost:} \$10,000. ~{\bf Recovery:} 3 weeks. ~\\
{\bf Mass:} 0.2 kg. ~{\bf Power:} 10 per minute per level.\\
This is an active radar system, which gives the cyborg a
complete radar "picture" of his surroundings, allowing about
the same detail at each range as normal vision. ~The cyborg
will be aware of the shape of each object, and even its
surface texture, but not color. ~A "first-level" system has a
range of 2 m, doubled for each level added. ~Maximum level is
10, giving a range of just above 1 km. ~Unnatural appearance
modifiers do apply a little, as this system requires very
elaborate camouflage of the "antenna" system. ~A "seminatural" system (\$25,000 basic cost, \$8,000 for operation)
could be seen up close as a fine mesh of wires in the cyborg's
skin (only around his head); an "obvious" one (\$20,000 basic
cost, \$5,000 for operation) would look sort of like Metal
Plating covering his head. ~There's a less complete version,
which doesn't give the cyborg a full 3D radar picture but only
relays data about the presence, location and shape of each
object to any output device (including an implant computer);
this reduces cost by \$10,000. ~Both these Bioradar versions
can be switched on and off, and may also be switched to
passive mode. ~Note that Bioradar is blocked by any metal
helmet. ~However, such a helmet can be adapted to serve as an
antenna; it costs \$1,000 to install an antenna plug in the
cyborg's head and \$500 to adapt a helmet. ~\\
\\
{\bf Biosonar}\\
{\bf Cost:} \$20,000 + \$1,000 per level (maximum 10).\\
{\bf Operation Cost:} \$10,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 5 per minute per level.\\
This is similar to the Bioradar system, except that lowfrequency sound waves are used instead. ~This system is
particularly useful underwater, where ranges are tripled. ~It
creates a full 3D "vision" of the cyborg's surroundings, but
provides less detail on texture than does the Bioradar. ~A
level 1 system has a range of 2 m, doubled for each extra
level. ~Here, also, a less advanced version exists, which
reduces basic cost to \$10,000 and requires an output device to
relay data to. ~Note that wearing a helmet will reduce range
by one-half for an ordinary helmet, and a soundproof (or just
airtight) helmet will "blind" the cyborg's sonar sense. 
However, external microphones and sonar gear can be added to a
helmet for \$1,000 per level, reproducing the sonar effect
faithfully. ~No skull-plug is needed for this, and it is
possible to have a helmet with a greater range than your
implanted sonar. ~Remember that the helmet will need its own
power supply.\\
\\
{\bf Sensory Data Transmission/Reception}\\
{\bf Cost:} \$30,000. \\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 10 hours of reception, 1 per 6
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\>\>\>minutes of transmission.\\
Allows wireless, real-time transmission of all sensory
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input (all five senses) to or from other devices via broadband
radio. ~Transmissions are encoded in a standard digital code;
when uncoded and patched into someone else's CNS, that other
person experiences full sensory playback of whatever the
original person saw, heard, tasted, smelled and felt at the
time of transmission or recording. ~It is possible to transmit
between two such systems, provided they broadcast on the same
frequency--and that frequency is naturally adjustable. ~Three
types of rig is available: ~Transmitters, receivers, and
transceivers. ~The above cost is for a transmitter {\bf or}
receiver; transceivers cost twice as much. ~Ranges are as for
standard Radio or Video transmission/reception systems.\\
\\
{\bf Sensory Processor}\\
{\bf Cost:} ~\$30,000 + \$1,500 per level.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.
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This is a microprocessor which stores ALL sensory data in
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digitized form. ~Rated by level, each level allows one minute
of stored sensory data. ~The Processor is capable of searching
for, replaying and translating all stored data by mental
command. ~In addition, if the wearer is equipped with a DNI
jack or Sensory Data Transmission, this system can route
output through these channels to be downloaded into another
computer--or stored on digital tape, so it can perform as a
Simsense Recorder (except an external tape deck, or possibly
some other storage medium, is required).\\
\\
{\bf Simsense Recorder}\\
{\bf Cost:} ~\$20,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 100 hours.
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Functions as a Sensory Processor, except that the wearer
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cannot search for and replay the stored data. ~Instead, this
information is stored in a standard code and recorded onto a
digital tape, which can be used with a Simsense Player or put
into mass-production and bought and sold for education or
entertainment. ~A standard tape, at \$20, lasts for 30 minutes. 
Note that a Sensory Processor, or Sensory Data Transmission,
can make this system more or less redundant.\\
\\
{\bf Simsense Player}\\
{\bf Cost:} \$2,500.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 100 hours.
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This playback system is is capable of translating ASP
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tapes/chips/data into sensory input, allowing the user to
experience the sensations recorded on the tape--covering all 5
senses. ~The cost of the unit includes a tape deck and a
specialized DNI connection to it, intended only for use with
simsense tapes. ~That is, the tape deck is on the outside of
the wearer's body--like an old-fashioned walkman, except the
wire doesn't run to a set of headphones but into the wearer's
skull. ~Tapes with other data than simsense recordings make no
sense to this unit--and can be rather disturbing to run. ~This
mode of prerecorded entertainment is rapidly becoming popular-it is expected that it will end up with a bigger slice of the
market than all others together. ~
\end{document}
