Cyberaudio

Cyberaudio
Surgery
Description
Cost
IL
Cyberaudio: Natural Look
C
Both inner ears replaced and no modification to outer ears.
5 options as standard with + 1 per extra $100 (ml 5)
600
2D4
Cyberaudio: Cybernetic
C
Both inner and out ears replaced with obvious cybernetic systems. 6 options as standard with +1 option / level (ml 5) at $100 each.
500
2D6
Cyberaudio: Shifters
C
Ears that change shape. As per natural look for options.
700
2D6
Amplifier
N
Amps give +2 on audio clues
300
1
Audio Storage
M
Store 10 MU of recorded data per level (max level 8)
250/lvl
D4
Bug Detector
N
Find active bugs
400
2
Digital Recorder
N
Record to internal audio store, 10 MU / $300 (max level 4)
300
2
Frequency Memory
N
Store 50 frequencies/lvl (ml 4)
250
1
Frequency Scanner
N
Scan specified frequencies
400
1
Level Damper
N
Auto sound level compenstation
400
2
Phone Link
N
Cellular phone link
500
3
Radio Link
N
Radio link with one mile range
400
3
Scrambler
N
De/Encodes radio signals
300
1
Sonic Range
N
Hear sub/super sonic sounds
500
2
Sound Editing
N
Home in on conversations
500
2
Sound Edit Out
N
Edit out constant noise
500
3
Stereo System
N
Cyber stereo.
300
1
Tight Beam Link
N
Line of sight radio link
300
3
Tone Recognition
N
Recognize phone number by tone
350
2
Voice Analyzer
N
Process voice. +2 psychology
600
2

These inner ear replacements were originally created for people with hearing difficulties. Audio implants have come along way since the crude twenthith century versions. The system can be powered by either microcells or a system recharger in a similar manner to cyberoptics. Cyberaudio units have no limit to the amount of options that you can cram into them and they come in three variations, natural look, cyber look and shifters.

Natural Look bit of a con really as you're just keeping your own ears while only your internal biological ear is replaced. The natural look is the most popular as it is discrete and makes detecting any cyberaudio options much more difficult.

Cyberaudio: Natural Look
C
Both inner ears replaced and no modification to outer ears.
5 options as standard with + 1 per extra $100 (ml 5)
600
2D4

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Cybernetic Look: replace old biological ears with mechanical pickups for that complete cyborg look. These replacements do give away the fact that the user has cyberaudio.

Cyberaudio: Cybernetic
C
Both inner and out ears replaced with obvious cybernetic systems. 6 options as standard with +1 option / level (ml 5) at $100 each.
500
2D6

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Shifters: a fairly new piece of cyberware. Both organic ears are replaced with syn-skin and a neo muscle frame. The ears can change shape subtly or radically ((from Human to bat-earred Breed). Add +1 to disguise rolls.

Cyberaudio: Shifters
C
Ears that change shape. As per natural look for options.
700
2D6

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Audio System Enhancements

Amplifier: boosts the level of sound so that the user can pick up even the faintest sounds. The unit boosts all levels of sound so trying to hear a pin drop would be pointless in a office. If you are stalking someone in a silent warehouse this option is useful for hearing their footfalls or breathing. This gives the user +2 on all audio clues.

Amplifier N Amps give +2 on audio clues
300
1

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Audio Storage: is a small unit implanted in the skull or chest. It is linked to the wearer's cyberaudio system via a nerve link and it is used as a data store. It can store 10 MU of data per rating and has a maximum rating of level eight. These units are popular with journalists and people who have big cyberstereo music collections. Should the wearer invest in a nerve link to their dataplugs, it is possible to transfer data to and from this implant. Tracks and file names are given file names by the user speaking and they are read back to the wearer as necessary.

Audio data takes up the following storage: Poor (cheap phone): 1 MU per 15 mins; Average (CD): 1 MU per 10 mins; Virtually real: 1 MU per 5 mins

Audio Storage N Store 10 MU of recorded data per level (max level 8)
250/lvl
D4

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Bug Detector: this detector can only pick up bugs which are transmitting during when the user is employing the option. The range of the detector is a three metre area (centred on the user) and if any active bugs (ie- transmitting bugs) are in the zone then the user will here a beeping which will get stronger as they get closer to the device. This unit is not perfect and detects bugs about 70% of the time (or adds +4 to the roll if the user is physically searching for them and is using the detector). As mentioned above this option can only listen for active transmitting bugs so it can be defeated by bugs which transmit in compiled bursts or randomly).

Bug Detector
N
Find active bugs
400
2

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Digital Recorder: allows the user to output anything that they hear to a digital recorder stored near the unit. This recorder has 10 memory units of storage which can be replayed at anytime by the user. Should the wearer wish to have more storage, it is recommended that they buy an internal audio store, or pipe the files out to their dataplugs. The unit normally records data at an average quality (slightly better than 20th century CDs). Audio data takes up the following storage:

This option can also record to other digital stores such as the internal digital store implant and the neural computer. Once the chip is full, it will echo out a message and wipe over previously recorded data. To prevent this, the recorder can also output through the user's data plug (if he/she has them). Digital recorders are useful for press conferences and for collecting statements for evidence.

Some more expensive recorders have larger memories, the basic models cost $300 holding 10 MU while other models have 20 MU ($600) and 40 MU ($1,200) of storage capacity.

Digital Recorder
N
Record to internal audio store, 10 MU / $300 (max level 4)
300
2

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Frequency Memory: stores 50 frequencies per level installed. It allows the user to mentally jump to specific radio frequencies which have been stored. Each extra level costs an additional $50 and a maximum of 200 frequencies can be stored (so the maximum level is level 4). This is a useful option for security personnel and is also used by some to store their favourite radio stations. This option is useless without a radio link and is compatible with a phone link so auto-dialling is also possible. This option is compatible with the banner and GUI cyberoptic options, so stored frequencies can be printed as can incoming speech direct onto a cyberoptic.

Frequency Memory
N
Store 50 frequencies/lvl (ml 4)
250
1

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Frequency Scanner: is a preset frequency memory as it contains a list of police, military and other emergency frequencies so the user can monitor them for information.

Frequency Scanner
N
Scan specified frequencies
400
1

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Level Damper: another auto-compensating system which prevents the user from being deafened by sudden and powerful noises. This system also makes the user immune to deafness from concussion shells and other loud sonic weapons. Level dampers are often used by people who would normally have to wear bulky ear protectors.

Level Damper
N
Auto sound level compenstation
400
2

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Phone Link: provides a link into the cellular phone network. Up to fifty numbers and names can be preprogrammed in, although for $100 more another fifty can be stored. As with normal phones the user must pay for his number and must settle the bill at the start of every new month. The signal is frequenlty routed through a microthin wire that runs down the wearer's arm just under the skin.

This option is easier to use if the user has a cyberoptic with GUI or banner as a phone icon appears and the number next to it can be thought through a neural computer. If the user doesn't have a cyberoptic then he/she can use their neural computer to auto-dial the number if it is known or the user could mentally dial the number through.

An electoo pad implant is equally valid, allowing the user to punch in the numbers manually. A subdermal electoo pad, which costs $300, is often implanted on the back of the user's hand or other such easily accessed area. The pad can be turned on or off by pressing the top of it. When turned on the key pad illuminates showing a small screen and a smallish telephone pad with the numbers 0 to 9, and the following keys- memorize, backspace, last number re-dial and edit. To use and program the phone the wearer uses the pad as he/she would press any key pad and the screen prints up the numbers entered (and also which memory the number is in, the cost of the call and the current memory which is being edited). To hang up the user must turn off the electoo key pad.

Phone Link
N
Cellular phone link
500
3

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Radio Link: is a cheaper and sometimes more useful alternative to a phone link. The radio links covers a 1 mile radius area. A radio link's greatest advantages are that you don't have to pay phone bills and that because you are using radio, anyone with a walkie talkie can receive your message, (if tuned to the right frequency).

To use the radio link the user must active the transmit option (often by a somatic or vocal trigger) and then subvocalizes the message. If the user has a neural computer then he/she can buy the silent messenger ($200) program which turns thought pattern words into a digitized copy of the user's voice (or other voice if one is loaded) and then transmit it without the user having to speak (very useful if the user is captured or is under scrutiny).

Radio Link
N
Radio link with one mile range
400
3

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Scrambler: is an important option if you want your radio messages to remain secret. Without the correct decoding algorithm, all a receiver would get is meaningless noise. Even if the user had a powerful computer it would still take them many days to decode even the shortest message.

Scrambler
N
De/Encodes radio signals
300
1

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Sonic Range: allows the user to hear into the sub sonic and ultra sonic ranges. Sonic weapons would be heard before being fired, the user would also hear the high pitched whine of machines and also dog whistles (how iratating?). Here's another use, use a voice modulator or computer to record messages at very high or very low frequencies on tapes or chips (perhaps with music) so anyone who doesn't have this option won't hear the message and the chip / tape will seem blank or just another music copy- a great way of sending secret messages.

Sonic Range
N
Hear sub/super sonic sounds
500
2

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Sound Editing: allows the user to home in on noises, particularly conversation. Sound editing is popular with corporates and also detectives so they can listen in to a conversation at a distance. When using sound editing a user gains a +2 to attempts to listen in on a conversation.

Sound Editing
N
Home in on conversations
500
2

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Sound Edit Out: is similar to sound editing except it allows the user to edit sounds out, so they are no longer heard by the user, so he/she can concentrate on others, go to sleep in a noisy car or train, work in a noisy factory or airport. When using sound editing a user has to be careful that they don't leave it switched on (this can be prevented by having the neural computer remind the user or have banner / windows print up a message after a set period of time has elapsed). Sound edit out is often used by factory workers and by others who encounter constant assault by noise.

Sound Edit Out
N
Edit out constant noise
500
3

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Stereo System: a favourite with musicians and rich teeny boppers. This differs from digital recorder as it is much smaller and cheaper. The most popular version has a mini music chip player installed behind the ear and the chip socket is covered by a syn-skin flap to hide it. Another method allows the user to play digitized music through their data plug (from a personal stereo or chip) or from their neural computer (once the music has been downloaded). Other methods include hiding the data chip as an earring and running a wire through the pierced hole. Music chips can store about an hour of high quality music. Some assassins receive their assignment details on chip which is deleted after being decoded and read.

Stereo System
N
Cyber stereo.
300
1

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Tight Beam Link: provides a radio link to someone in direct line of site from the user. This option needs a cyberoptic and takes up one option slot (unless a remote control option is already installed). The beam is one metre wide and because the signal is only transmitted along this corridor then the user has a bit more privacy (although a scrambler would be better). Should the wearer install a nerve link and a subdermal transmitter can be installed in the wearer's hand (this costs an extra $500).

Tight Beam Link
N
Line of sight radio link
300
3

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Tone Recognition: decodes the tone which is used by all telephones and vidphones. This allows the user to work out what number has was previously dialled by pressing the last number re-dial or by using the number memory functions without having to have the call connected. Tone recognition is useful to detectives and also bounty hunters.

Tone Recognition
N
Recognize phone number by tone
350
2

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Voice Analyzer: is a very useful option to have in your cyberaudio. Before it can be used the user must make a copy of the target's voice while they are speaking normally (ie- not under stress or after heavy exertion). The unit can store up to 10 samples, with each sample lasting about 5 to 10 minutes. Once this has been done a powerful data processor compares the subtle differences and outputs the readings to either banner / windows, to the user's data plug or aurally if none of the other systems are present. This system grants a +2 modifier to all psychology tests. If the user has a neural computer installed then he may download the target's voice from other sources (except phone calls as they lack the quality).

Voice Analyzer
N
Process voice. +2 psychology
600
2

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