Ear Augmentations
Master Index » Equipment Index » Ware » Cyberware » Ear Augmentations
Balance Augmenter
Desc
Essence Cost Avail SI Legality
0.40 14,000 8/14 d 2 Legal
The balance augmenter enhances the inner ear's natural balance mechanism. It works so well that new users must often retrain themselves to be able to fall down intentionally.
This device reduces the target numbers by -2 for any skill tests involving balance, such as climbing, walking across a narrow platform, landing after a jump, and so on. It also reduces by 2 the target number to avoid Knockdown. The character must make a Willpower (4) Test to intentionally fall down.
Cosmetic Modification
Desc
Essence Cost Avail SI Legality
0.00 1,000 2/24 h .8 Legal
Cyberears come in an endless variety of shapes and sizes. By far the most popular are pointed ears and/or extensions for metahuman wannabes.
Cyber Replacement
Desc
Essence Cost Avail SI Legality
0.30 4,000 2/24 h .75 Legal
Ears can be surgically modified with implants or replaced with cybernetic ears. Both options usually involve both ears, so as not to unbalance the user’s hearing. Modification is not outwardly noticeable, but each feature has its own impact on the user’s system.
Cyber replacement of the ears typically features an obvious prosthesis that provides perfect hearing within normal ranges. The cyberear will also accept additional adjustments costing up to .5 Essence without further Essence loss.
Dampener
Desc
Essence Cost Avail SI Legality
0.10 3,500 4/48 h 1.25 Legal
This piece of cyberware protects the user from sudden increases in sound level as well as providing partial protection from damaging frequencies.
Hearing Amplification
Desc
Essence Cost Avail SI Legality
0.20 3,500 4/48 h 1.25 Legal
This enhancement boosts the ear’s sensitivity across the spectrum. The effect is similar to a shotgun microphone, with the user able to hear as though ten times closer to the sound source. The dampener is highly recommended with this system.
High Frequency
Desc
Essence Cost Avail SI Legality
0.20 3,000 4/48 h 1.25 Legal
High-frequency mods allow the user to hear sounds higher in pitch than the normal human hearing range.
Low Frequency
Desc
Essence Cost Avail SI Legality
0.20 3,000 4/48 h 1.25 Legal
Low-frequency mods allow the user to hear sounds lower in pitch than the normal human hearing range.
Recorder
Desc
Essence Cost Avail SI Legality
0.30 7,000 8/48 h 2 12P-N
This modification allows the user to output sound heard to either headware memory (where it is recorded), communications headware (where it is broadcast) or a datajack (where it goes to whatever the datajack is linked to, such as a recorder). If recorded into headware memory, the sound can later be played back by the recorder inside the head, or out through the datajack and a speaker.
Select Sound Filter
Desc
Rating Essence Cost Avail SI Legality
1 - 5 0.20 Level x 10,000 6/48 h 1.25 Legal
This accessory allows the user to selectively filter out certain sounds without affecting others. For example, background noise can be eliminated in order to eavesdrop on conversations. Each level of sound filter adds one die to listening Perception Tests. In addition, when making Opposed Tests against white noise generators, use double the sound filter’s level to determine if hearing is blocked. The maximum available level is 5.
Spacial Recognizer
Desc
Essence Cost Avail SI Legality
0.20 1,200 4/48 h 2 Legal
The spatial recognizer improves on the ear's natural ability to pinpoint the direction from which a sound is coming. Useful when trying to find a hidden enemy that you can hear, it's especially handy in situations where your natural ability might be confused by echoes.
This cyberear accessory reduces the target numbers by 2 for Perception Tests based primarily on sound location whenever a character attempts to track something by listening for movement. If the user also has high-frequency hearing, which is directional, apply an additional -I modifier.
If the user also possesses the orientation system, which provides a headware map of an area, increase the target number modifiers by half. For example, if a character has a spatial recognizer and the orientation system, the target number modifier for Perception Tests based primarily on sound would be -3.
Master Index » Equipment Index » Ware » Cyberware » Ear Augmentations
Balance Augmenter
Desc
Essence Cost Avail SI Legality
0.40 14,000 8/14 d 2 Legal
The balance augmenter enhances the inner ear's natural balance mechanism. It works so well that new users must often retrain themselves to be able to fall down intentionally.
This device reduces the target numbers by -2 for any skill tests involving balance, such as climbing, walking across a narrow platform, landing after a jump, and so on. It also reduces by 2 the target number to avoid Knockdown. The character must make a Willpower (4) Test to intentionally fall down.
Cosmetic Modification
Desc
Essence Cost Avail SI Legality
0.00 1,000 2/24 h .8 Legal
Cyberears come in an endless variety of shapes and sizes. By far the most popular are pointed ears and/or extensions for metahuman wannabes.
Cyber Replacement
Desc
Essence Cost Avail SI Legality
0.30 4,000 2/24 h .75 Legal
Ears can be surgically modified with implants or replaced with cybernetic ears. Both options usually involve both ears, so as not to unbalance the user’s hearing. Modification is not outwardly noticeable, but each feature has its own impact on the user’s system.
Cyber replacement of the ears typically features an obvious prosthesis that provides perfect hearing within normal ranges. The cyberear will also accept additional adjustments costing up to .5 Essence without further Essence loss.
Dampener
Desc
Essence Cost Avail SI Legality
0.10 3,500 4/48 h 1.25 Legal
This piece of cyberware protects the user from sudden increases in sound level as well as providing partial protection from damaging frequencies.
Hearing Amplification
Desc
Essence Cost Avail SI Legality
0.20 3,500 4/48 h 1.25 Legal
This enhancement boosts the ear’s sensitivity across the spectrum. The effect is similar to a shotgun microphone, with the user able to hear as though ten times closer to the sound source. The dampener is highly recommended with this system.
High Frequency
Desc
Essence Cost Avail SI Legality
0.20 3,000 4/48 h 1.25 Legal
High-frequency mods allow the user to hear sounds higher in pitch than the normal human hearing range.
Low Frequency
Desc
Essence Cost Avail SI Legality
0.20 3,000 4/48 h 1.25 Legal
Low-frequency mods allow the user to hear sounds lower in pitch than the normal human hearing range.
Recorder
Desc
Essence Cost Avail SI Legality
0.30 7,000 8/48 h 2 12P-N
This modification allows the user to output sound heard to either headware memory (where it is recorded), communications headware (where it is broadcast) or a datajack (where it goes to whatever the datajack is linked to, such as a recorder). If recorded into headware memory, the sound can later be played back by the recorder inside the head, or out through the datajack and a speaker.
Select Sound Filter
Desc
Rating Essence Cost Avail SI Legality
1 - 5 0.20 Level x 10,000 6/48 h 1.25 Legal
This accessory allows the user to selectively filter out certain sounds without affecting others. For example, background noise can be eliminated in order to eavesdrop on conversations. Each level of sound filter adds one die to listening Perception Tests. In addition, when making Opposed Tests against white noise generators, use double the sound filter’s level to determine if hearing is blocked. The maximum available level is 5.
Spacial Recognizer
Desc
Essence Cost Avail SI Legality
0.20 1,200 4/48 h 2 Legal
The spatial recognizer improves on the ear's natural ability to pinpoint the direction from which a sound is coming. Useful when trying to find a hidden enemy that you can hear, it's especially handy in situations where your natural ability might be confused by echoes.
This cyberear accessory reduces the target numbers by 2 for Perception Tests based primarily on sound location whenever a character attempts to track something by listening for movement. If the user also has high-frequency hearing, which is directional, apply an additional -I modifier.
If the user also possesses the orientation system, which provides a headware map of an area, increase the target number modifiers by half. For example, if a character has a spatial recognizer and the orientation system, the target number modifier for Perception Tests based primarily on sound would be -3.