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{\bf NEUROLOGICAL SYSTEMS}
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The devices described below are designed to interface
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directly with the wearer's neurological systems. ~These units
are the cutting edge of technology--the ultimate links between
human beings and machines.\\
\\
{\bf Direct Neural Interface}\\
{\bf Cost:} \$15,000.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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Interface is the combination of man and machine. ~The
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Direct Neural Interface is essentially a plug into the brain,
allowing DNI-interface devices to be connected to the cerebral
cortex. ~A DNI includes a discreetly placed skull socket, into
which a 1.5 mm thick fiber-optic cable is plugged. ~It also
consists of a fair amount of "glassware" inside the skull. ~
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It takes 2 seconds to connect or disconnect (emergency
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disconnection takes only 1 second, but does 1d6-4 cutting
damage to your head). ~The user can send and receive
information to and from external computers. ~A lot of
equipment these days is adapted for control through a DNI. 
Using a DNI in situations where reaction speed is important
(such as driving a car in inner-city combat, hugging the
ground in a jet plane, or firing artillery at moving targets)
can give up to a +4 bonus to effective skill (for instance,
offsetting penalties for firing artillery at moving targets.) \\
\\
{\bf Computer Implant}\\
{\bf Cost:} ~Computer Cost + \$8,000.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} Mass of computer. ~{\bf Power:} 1 per month.
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Although it is not yet very common, a computer may be
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implanted within, and linked to, the brain. ~The effect would
be much like an external DNI linkup, except that the computer
would, of course, always be available. ~It would also only be
able to run programs which were in the computer at the time of
implantation, unless a DNI jack is purchased to allow external
loading--or a Chip Slot could be used to load data to and from
storage cards. ~Such a computer implant can be very useful for
cyborgs with a large amount of electronic implants, as it can
be used to control and reprogram them at will. ~Remember that
most TL 8 computers have non-volatile RAM and thus need no
power to retain memory. ~Also, the actual mass of the system
will be much smaller than the mass of a normal computer of the
same complexity, as no keyboard, monitor, casing, etc. is
required. ~\\
\\
{\bf Painblocker}\\
{\bf Cost:} ~\$10,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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A specialized synaptic inhibitor device which obstructs
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the flow of pain signals into the brain, making the wearer
oblivious to the pain. ~The inherent danger of such a system
is that is might cause the wearer to be unaware of bodily
damage which requires immediate attention. ~Most damage,
however, is accompanied by other sensations which would still
be sensed normally--a stabbing blade would still tug at the
clothes, the flow of blood would still fell like a warm,
spreading wetness, etc.). ~Several types of PainBlockers are
available, differentiated by the type of pain signals impeded: 
Kinetic (open wounds/muscle tension/pressure); Thermal
(heat/cold); Chemical (poisoning); Photic (intense
light/sunburn). ~Each must be purchased separately, but they
may be combined in one implant. ~PainBlockers do not negate
damage, but they suppress the associated pain and thus negate
penalties from damage taken (unless such penalties arise from
actual crippling).\\
\\
{\bf Grav Adjust Rig}\\
{\bf Cost:} ~\$5,000 per level.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.
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This system, implanted in the base of the neck or along
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the spinal cord, interprets and adjusts input from the central
nervous system before passing it on to muscles, compensating
for xeno-gravity. ~Given a level, the system provides a bonus
which offsets penalties to DX activities incurred by changes
in gravity. ~ST penalties, however, are not affected as these
are caused by wholly physical, not neurological,
circumstances.\\
\\
{\bf GyroBalance Rig}\\
{\bf Cost:} ~\$25,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per week.
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A miniature electronic pseudogyroscope in the inner ears
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(which need not be artificial) gives the cyborg near-perfect
balance. ~He can walk on tightropes, ledges, etc. without
having to make a DX roll. ~If the surface is wet, slippery, or
otherwise unstable, he is at +6 on all rolls to keep his feet. 
In combat, he has a +4 on any DX rolls to avoid being knocked
down. ~He has a +1 on any Acrobatics skill rolls, and on any
Piloting rolls of air or space vehicles.\\
\\
{\bf Chip Slot}\\
{\bf Cost:} \$5,000 for first, doubles thereafter.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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A chip slot is a socket installed on the user's head. 
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Such slots are wired to the CNS, an are required to plug chips
containing hardwired skill programs. ~The price stops at
\$160,000 per new slot--that's for the 6th and subsequent
slots. ~It normally takes 2 seconds to insert or remove a
chip, or 5 seconds to change from one chip to another. ~For
\$20,000, all slots already installed can be hidden (usually
under hair or a fake flap of skin). ~Otherwise, they remain
visible, but chip slots are legal and quite common already
(most people can afford at least one), so having chip slots in
your head only carries reaction penalties when dealing with
extreme cyberphobes.\\
\\
{\bf Nerve Booster}\\
{\bf Cost:} \$10,000 per level.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.\\
This is a microprocessor implanted at the base of the neck,
which amplifies and speeds all neuromotor signals. ~It adds a
+1 per level to the cyborg's DX stat in all cases where it is
important to react and coordinate quickly, such as combat and
sports. ~This bonus is not granted to fine manual-dexterity
tasks, however, nor to DX for purposes of calculating Speed
score. ~Maximum level should be 2. ~This system is not
completely cumulative with the use of an Adrenal Booster for
increasing effective DX; use the higher of the two bonuses and
add one more point.\\
\\
{\bf Adrenal Booster}\\
{\bf Cost:} \$20,000 per level (maximum 2 levels).\\
{\bf Operation Cost:} \$5,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per day; 10 to activate.\\
This is system monitors the body's regular use of adrenaline
and can increase the "dose" somewhat. ~Whenever this system is
switched on (usually in a stressful situation such as combat),
add the system's level to effective Strength, Dexterity and
Health scores for all purposes except: (1) As noted under
Nerve Booster for Dexterity, and (2) an increase in effective
Health does NOT give you more location hit points, although it
applies to HT rolls and the total amount of damage you can
take. ~The effects last for 2d6 minutes, and the booster
(except for some black-market versions) can't be used until an
hour has passed since last use. ~When the effect passes, a HT
roll (natural Health, adjusted downward by as many points as
the adrenal booster's levels, and with a further -1 per time
an illegally modified booster was used in the last hour) must
be made; failing this will cause the cyborg to lose 2d6
Fatigue, and a critical failure will cause a heart attack!\\
\\
{\bf NerveLink}\\
{\bf Cost:} ~\$500.\\
{\bf Operation Cost:} \$100. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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This is an organically engineered artificial nerve cable,
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suitable for carrying neural or cyber-electronic signals. 
This is the standard method used to patch Cyber Systems to the
wearer's CNS or other Cyber Systems, and may also be used to
replace natural nerve tissue lost to accident, disease or
damage--that's right, paralyzation is only a temporary
inconvenience these days. ~Not all Cyber Systems require a
NerveLink, but all those that route output to, or gain input
from, the brain (without being implanted in/beside it) or
another system (without being right next to it) need one to
function. ~NerveLinks require no power source, and since they
are wholly internal there is no price modifier for unnatural
appearance. ~Cyborgs with several electronic systems that are
supposed to work in combination need a lot of NerveLinks. 
Note that the {\bf length} of the Link is unimportant; it is the
interface at each end of the cable that makes up the bulk of
the cost. ~Distances within the human body aren't large enough
that the length of the link can really affect the cost.\\
\\
{\bf OmniLink NerveWeb}\\
{\bf Cost:} \$25,000.\\
{\bf Operation Cost:} \$1000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} None.
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This is an experimental successor to the standard
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NerveLink. ~It is pseudo-living: ~One injection is made at the
base of the neck, and the OmniLink NerveWeb grows on its own,
clinging to the subject's original nervous system. ~The
subject must be kept under close medical surveillance during
the weeks the operation takes to complete--but there is
usually no danger, nor any need of further treatment. ~At the
end of the recovery time, the NerveWeb has effectively
replaced the natural nervous system (which, although it is not
destroyed by the operation, will no longer be used; the
NerveWeb takes over all its natural functions and do them
better.)
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The OmniLink NerveWeb can be used to relay signals from
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any cybersystem to any other, between cybersystems and the
CNS, and even to boost regular nerve signals. ~In fact, this
system not only eliminates the need for normal NerveLinks, but
also adds +1 to the cyborg's DX for all purposes, permanently.
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