Neural Interfaces

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Neural Interfaces

Neural interfaces capture and amplify nerve impulses and/or muscle movements, translating them into digital commands for an electronic device or a computer interface. Neural interfaces let a person move a computer cursor just by thinking about it, or fire an interface-equipped gun without having to pull a trigger. A neural interface also permits commands to be entered "with the speed of thought" ... which is often not much faster than speech.

There are three categories of neural interface: cybernetics, neural input receivers, and direct neural interfaces. All require some training before they can be effectively used. The interface software must be taught to recognize the user's brain or muscle patterns. Apply familiarity penalties when switching from a normal device to a neural-interface controlled device – or vice versa.

Neural Input Receiver (TL9)

These systems pick up neural signals indirectly from the user's muscle movement, eye/facial movement, or brain waves. They pick up basic commands (equivalent to a few menu options), but cannot transmit sensory feedback back to the user. They're built into wearable devices such as goggles or contact lenses for hands-free operation, usually in concert with a physical HUD display.

Neural Input Headset (TL9): Picks up brain waves. It can replace a computer mouse or equivalent device. $50, 0.1 lb. A/100 hr. LC4.

Neural Input Pad (TL11): Senses neural impulses when touched. It is used in elevators, doors, smart guns, and other gadgets with simple controls. $50, neg. weight. LC4.

Direct Neural Interface (TL9-11)

Usually referred to as a "neural interface," this sophisticated device allows the user's brain to communicate with computers and control complex equipment. It can do anything that a neural input device can do, and much more. The interaction is two-way: data displays, physical feedback, and other sensory information can be transmitted directly into the user's brain. There is no need for a user to touch controls or see physical data displays. He can have the equivalent of a HUD overlaid on his visual field, so he can "live" in augmented reality. A direct neural interface is required for certain technologies, such as dream teachers, sensies, and total virtual reality.

When using a neural interface, the user is opening up his nervous system and brain to intrusion – or even being hacked. Like any networked computer, the user's safety depends on his encryption systems, the products he uses, and those associates or superiors to whom he grants access.

There are several versions of direct neural interface available. At TL9, all require implants. At higher TLs, less invasive interfaces are possible.

Neural Interface Implant (TL9): This involves implanting sensitive electrodes in the brain along with an implanted communicator. See Direct Neural Interface Implant in the Cybernetics section.

Neural Interface Helmet (TL10): This "crown of thorns" helmet invades the skull with tiny nanowires. They inflict no damage, but users may find the idea disturbing! The helmet takes four seconds to don or remove; yanking it off before disconnecting causes 1d injury. It includes a cable jack and radio micro communicator. $10,000, 2 lbs., C/100 hr. LC3.

Neural Induction Helmet (TL10^): The same system, but a non-invasive neural induction process "writes" data to the brain. $5,000, 2 lbs., B/100 hr. LC3.

Neural Induction Pad (TL11^): A tiny version of the helmet above, worn as a hair ornament or built into a device. $500, neg. weight. LC4.

Neural Induction Field (TL11^): This works like a neural induction helmet, except that it covers an area. Anyone entering the field is connected to the systems it controls. A chair-sized field is $50,000, 25 lbs. Larger fields are $200,000 and 100 lbs. plus $10,000, 100 lbs., per square yard the field covers; they're usually built into a floor. LC2.

Brainlocks (TL9)

Any neural input device or neural interface may include a brainlock. This is an interface programmed to only accept a user who has a specific brainwave pattern. The "user list" can be hard-wired into the system (making it impossible to change); otherwise, any interfaced user can use a password to alter the lock's parameters.

If attached gadgets have multiple functions, only some might be brainlocked. An elevator operated by induction pad may allow anyone to travel between the first and ninth floors, while restricting access to the executive suite. A brainlock can also grant partial access to computerized records or other data, based on Security Clearance or other criteria. A brainlock has no extra cost. LC4.

New Cybernetics

From Pyramid 3-30: Spaceships.

3D Tactical Comp (TL9)

10 points

You have a 3D tactical computer implanted in your head, with the output mapped onto your visual field. This helps you orient yourself on a three-dimensional battlefield, and keeps track of your position and facing relative to other detected ships. The implant includes a dedicated neural interface; the ability to interface with other computers requires a neural interface implant or other appropriate technology. Availability and monetary cost are as for a Computer Implant.

At the GM's option, the computer might be installed in your vehicle, rather than in your head. This adds Accessibility (Only when interfaced) – with a value up to the GM, from - 10% for piloting-focused campaigns, to -30% for campaigns where vehicle combat is relatively rare – reducing the ability's cost by 1-3 points.¨

Statistics: 3D Spatial Sense (Temporary Disadvantage: Electrical, -20%) [8]; Accessory (Implant Computer) [1] + Accessory (HUD) [1]. 10 points.

Wired Reflexes (TL10)

12/24/39/48 points for levels 1-4

Significant portions of your nervous system have been replaced by micro-wire nerves and speed-optimized electronics, increasing your perceptual processing and reaction time – possibly to superhuman levels. Availability is as for Accelerated Reflexes; the procedure costs $50,000 per level.

Statistics: Level 1 is Combat Reflexes (Temporary Disadvantage, Electrical, -20%) [12]. Further levels add Enhanced Dodge 1 [12 + 12], then trade Combat Reflexes for Enhanced Time Sense (Combat Sense, -20%; see Martial Arts, p. 44) [27 + 12], then drop (Combat Sense) [36 + 12], all still with (Temporary Disadvantage: Electrical, -20%). A cyborg with Wired Reflexes 4 can buy additional levels of Enhanced Dodge (Temporary Disadvantage, Electrical, -20%) [12/level], up to whatever limit the GM sets (typically 3).

Interfaces

The interface technologies available to a pilot depend entirely on the campaign. Some settings feature only a single option, while others include multiple choices (e.g., most pilots use cyber-neural implants, but psis with the Netrunning ability can interface without an implant), or different technologies available to different civilizations (the psionic Septagonians use advanced telepathic interfaces, and the Proxers have bio-symbiotic ships). If all PCs are required to have a specific kind of interface, the GM might make it a (free) campaign feature, or give all PCs enough extra starting points to cover it, leaving more points for individual customization.

Bio-Symbiotic Interface

The interface controls in Biomecha (Pyramid #3.24: Bio-Tech, p. 5) certainly qualify as a direct interface. GM willing, interfaced biomecha pilots (or any pilot who uses a symbiotic bond with a biological vehicle) gain all the benefits of direct interface (see The Importance of Being Interfaced, p. 15).

Cyber-Neural Interface

A cybernetic hardware connection – brain to computer to vehicle, using direct neural VR to map the vehicle's sensors and controls into his visual field. Depending on the setting's technology , the interface may be a socket in the pilot's head, a completely noninvasive neural induction rig, or anything in between. A technological interface has technological limitations and liabilities – physical connections and hardware can be damaged, wireless signals can be disrupted or hijacked, electronics can be disabled by electromagnetic pulse, etc.

If an implant is required – neural jack [9], wireless neural interface [17], or vehicular interface implant (below) [20] – it should be purchased with the template's advantage points. Some campaigns feature nonimplant neural interfaces, such as neural interface helmets (TL10), neural induction helmets (TL10^), or even neural induction fields (TL11^). Even non-neural, basic, or full VR could reasonably justify some of the benefits (e.g. sensory advantages) of direct interface. In this case, pilots don't need any special advantages to connect to their vehicles, just the proper equipment – often built into the cockpit.

Vehicular Interface Implant

20 points

If the GM doesn't want interface pilots to use a standard neural interface implant (because they're not available, because interface piloting has specific technological requirements that normal implants don't meet, etc.), a vehicular interface can be a separate cybernetic implant. It's more expensive than a normal neural interface, and has no uses beyond interface piloting, so pilots are only likely to buy it if they have no other choice. Establishing control is done with a Computer Operation roll – or Computer Hacking if the pilot doesn't have the proper keys or credentials.

Statistics: Possession (Full Memory Access, +10%; Parasitic, -60%; Specialized, Interface-ready vehicle only, -40%; Temporary Disadvantage, Electrical, -20%) [20].

Psionic Interface

Whether by way of Ergokinesis, Telepathy, exotic psi-tech, or psychic wild talent, the pilot effectively possesses his vehicle. Rather than sensor and system readouts, he may experience the connection as sensations in his extended "body" – hunger when he needs fuel, pain when a system is damaged, etc. Psionic interfaces are affected by Anti-Psi, psi-tech, and anything else that disrupts or interacts with psionic powers. The most likely candidates for psionic interface abilities are Netrunning (Psionic Powers, p. 31), for pilots who psychically connect to a computerized vehicle; or Telecontrol (Psionic Powers), for bio-mechanical or psi-tech vehicles with telepathic interfaces (or minds). Alternately, it may be a separate ability, Vehicle Possession (below), part of Ergokinesis, Telepathy, or whatever power the GM deems appropriate – possibly even an exotic wild talent.

Part of the Ship

In some tales, the pilot isn't just interfaced with the ship, but is a permanent part of it – perhaps an AI resident in the ship's computers, or an organic symbiont attached to a bioship. Or, the ship itself may be alive, with its own mind and personality, and conscious control of all its own systems.

Whether or not such a person can make a suitable PC depends on the nature of the campaign, and what accommodations the GMis willing to make. Campaigns that spend most of their time shipboard, or where the pilot has some means of accompanying the crew on away missions (e.g., a remote-controlled drone), might be able to support such a PC – provided that there were ample opportunities to engage in ship-to-ship encounters as well. Otherwise, a ship-integral pilot should be an NPC.

Controlling a Vehicle

A pilot who can reach out and mentally take control of a vehicle has a very particular form of Possession. The Parasitic modifier is used because the pilot must physically enter and remain within the vehicle while piloting it; however, the roll to take control is vs. IQ, or the appropriate psionic skill (Psionic Powers), rather than HT. Sentient vehicles can resist with Will.

Netrunning can stand in for Vehicular Possession of fully computerized vehicles, including those outfitted for cyber-neural interface. Telecontrol allows possession of biological or "techno-organic" vehicles, in addition to those outfitted with telepathic interfaces. The Machine Possession spell (Magic) and similar abilities could take control of virtually any vehicle the GM allows.

Vehicular Possession

20 or 30 points

Skill: Vehicular Possession (IQ/H).

You can psionically or magically project your mind into your vehicle, controlling it directly. This requires that you get into the cockpit or control area of a vehicle, which must be specifically designed for the kind of interface you're using, and that you remain within for the duration. You must spend a moment establishing contact (a turn of Concentration), and succeed an IQ or psionic skill roll. The vehicle only resists if it's sentient (or has a psi-tech security system). Subsequent attempts are made at no penalty, but a critical failure means that you've "shorted out" your ability, and can't try again for at least 24 hours.

Statistics: Possession (Ergokinetic, Magical, or other power modifier, -10%; Full Memory Access, +10%; Parasitic, -60%; Specialized, Interface-ready vehicle only, - 40%) [20]. The ability to possess any vehicle, like the Machine Possession spell, changes to Specialized (Vehicles only, -10%) [30] – and can't be used to possess living beings at all (except for bio-ships, etc.). Such an ability is probably based on magic, exotic superscience, or advanced psionic techniques (combining telekinesis and ESP to control mechanical systems, "see" through a car's headlights, etc.).

The Importance of Being Interfaced

Interfaced Stunts

At the GM's indulgence, an interfaced pilot in a suitably maneuverable vehicle may make Aerobatics rolls (or Acrobatics for particularly lithe mecha, or Aquabatics for highly maneuverable submarines) to attempt vehicular stunts, Acrobatic Dodges, etc. Particularly cinematic mecha might even be able to attempt exotic martial arts maneuvers, using the pilot's appropriate melee or unarmed combat skills.

Owing mostly to the speed and precision with which the pilot may adjust the controls, piloting by direct interface has several benefits.

  • +1 to effective vehicle Handling, which gives a bonus to Control Rolls, vehicular Dodge, and other rolls where Hnd. matters.
  • +1 to the pilot's Speed for the purpose of determining combat sequence.
  • The pilot gains the level of his Soul of the Machine advantage as a bonus to all skills used in operating the vehicle and its systems, weapons, etc.
  • Extra Attacks, Gunslinger, and any other of the pilot's advantages that the GM deems relevant can be used with the vehicle's weapon systems (though never specific physiological traits, like Extra Arms or Striking ST – the vehicle must purchase these separately, if it should have them).
  • The pilot effectively has all of the sensory modes and advantages that his sensors have – for example, 360° Vision, Hyperspectral Vision, Scanning Sense (Radar), and Telescopic Vision from a standard comm/sensor array (Spaceships, p. 44).
  • The pilot may make Per-based Electronics Operation (Sensors) rolls while using the ship's sensors to detect nearby vessels and objects.
  • The pilot has at-will access to the vehicle's computer, all computerized systems, and all software running there – including all comm devices, targeting systems, tactical programs, internet uplinks, etc.
  • If using the Space Combat rules (Spaceships, pp. 48-68), all interfaced pilots benefit from Cockpit Multitasking (Spaceships 4, p. 33) – the skill penalty for multitasking is only -1 per additional task, whether of the same or different category.

Copilots and AIs

Even with direct control of every system, a pilot may find it useful at times to have a little help – someone to fire secondary weapon systems, perform tactical navigation, etc. This might be a physical copilot, strapped in and interfaced alongside the pilot, or it might be a computer program (or the consciousness of a bio-ship), running within the interface.

Whatever the case, if the PC needs to pay points for his copilot (i.e., the copilot isn't another PC, or a free campaign feature), he does so as for a normal Ally. Most copilots will probably be constantly available (×4 cost) – it's hard to get anywhere if you're waiting on a copilot who won't show up this session. A copilot who only appears when the pilot is on duty can be purchased with the same frequency as the Duty; only one roll for Frequency of Appearance needs to be made for both. A copilot program is built as an AI, and will appear as often as the pilot has access to his vehicle – probably either constantly, or only when he's on duty.

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In the Campaign

In a campaign that features great space battles, dogfights in orbit, slug-fests between giant mecha, etc., the interface pilot’s role is clear . In fact, all PCs might be pilots in such a campaign, each with his own (personalized and cherried-out) vehicle. Adventures should highlight their operating skills and their customized machines, so attention should go into optimizing and fine-tuning those elements during character creation.

The other likely possibility is that the pilot is one member of a more diverse team or crew. In this case, he’ll need a good balance of skills and aptitudes outside of piloting, as well as opportunities (provided by the GM) for his piloting abilities to shine. Sinking all his points into a custom hot-rod spaceship (as Ally or Signature Gear), and all of the skills needed to oper- ate sensor and weapon systems, will make him that much less effective when outside of the ship . . . but flying the custom hot-rod ship is the pilot’s personal shtick, so it shouldn’t be ignored altogether .

Tech Levels

For a pilot, technology determines everything, frominterfaces to weapon systems to the vehicles that are available in the first place. Campaign tech level will determine what specializations and optional skills are needed to control a ship’s systems, and what additional implants might be available for a cyber-pilot, psi-tech for a psi-pilot, etc. This article assumes a futuris- tic (TL9+) backdrop – the interface pilot is a science-fic- tion archetype, and even most psi-pilots tend to find themselves in ultra-tech hardware.

That said, the template doesn’t mandate a specific tech level. Neural interface technology is officially TL9, so that could be seen as the earliest that a cyber- pilot shows up in the normal tech timeline – but alternate tech paths, psi-pilots, and magical machine possession could allow for steampunk mecha-mages, telepathic dragon-riders, or whatever else a creative mind can devise.

Interface-Ready Vehicles

By default, only specially outfitted vehicles may be con- trolled by interface. For direct neural interface (as well as psionic Netrunning), this must be a vehicle in which all sys- tems are connected to and controlled from a central computer , and which can be “flown on instruments” (sensors). It must have a neural interface connected to the computer , and the pilot must have any required interface implants. (Netrunning psis can obviously ignore the need for an implant, and might be able to control vehicles that aren’t specifically intended for interfaced piloting – provided that the vehicle is controlled by a central computer , and can be flown on instruments.) Most vehicles will have electronic security systems to prevent theft, and defensive programs protecting the central computer from unauthorized access. These can be defeated by a properly equipped pilot who successfully uses Electronics Operation (Security) and Computer Hacking, respectively.

Psionically piloted vehicles might be computerized, as above, or they might consist entirely of advanced psi-tech, bio-tech, or other exotic systems and materials. If psi-pilots are able to steal one anothers’ vehicles, various psionic secu- rity measures may be installed, in addition to or instead of electronic ones.

Obtaining Vehicles

Depending on campaign details and personal preference, the GM may let players design or choose their own vehicles, purchasing them as Allies or starting (or Signature) gear , or he may decide that the vehicles are a campaign feature, costing the PCs no points. In the case of a party of PCs who crews a single large vessel, the latter option is most likely. If each char- acter has his own customized vehicle, acquiring them with money or points is appropriate.

Vehicles as Allies should be purchased with the Minion modifier (+0%), and will either be constantly available (¥4 cost), or available with the same frequency as the character’s military Duty. In that case, only one roll for Frequency of Appearance needs to be made – when the pilot is on duty, he has his vehicle (and copilot, if applicable), and when he’s not, he doesn’t. A vehicle-Ally is generally a Machine with IQ 0 (unless it has a resident AI or is otherwise sentient; see Part of the Ship, pp. 14-15), and all sensors, weapons, communication systems, means of locomotion, and other capabilities bought as appropriately modified advantages. Since most vehicles (especially combat vehicles) end up having very large points costs, use the rules for nonsentient Allies (p. B 37), even for vehicles with an AI or similar system.

With most appropriate vehicles coming in at several million dollars, and average starting wealth in even high-TL games reaching only tens or hundreds of thousands, buying a vehicle with starting wealth requires either high levels of Wealth, or special accommodations by the GM. It would require a few lev- els of Multimillionaire, and even then, might leave relatively little money left after the purchase. This isn’t entirely unrealis- tic – the PC is rich in that he owns an expensive vehicle, but has little in the way of liquid assets. A Patron who provides vehi- cles for PCs certainly qualifies as supplying equipment worth more than average starting wealth (+100%), and may count as having special abilities, if interface ships are rare in the setting. Alternately, the GMcan encourage PCs to buy their vehicles as Signature Gear – but only by making special allowances for it. In essence, the GM declares that, for the purpose of pur- chasing a vehicle, each point spent on Signature Gear is worth more money than normal. A typical number for a campaign with ships or mecha prices in the millions might be $100,000 per point, so a $3 million spaceship costs 30 character points. The GM can adjust the amount to come up with numbers appropriate to his campaign; depending on how big a part vehicles play, itmay be aminor expenditure or amajor portion of the character’s starting point total.

Finally, if all PCs are to have their own customized vehicles, the GM may elect to give them “split” starting point pools – for instance, 200 points to build a pilot, and 750 to build a ship or mecha. This ensures that all party members are on more-or- less even footing, whether in or out of their vehicles.

The important consideration when charging points or money for a pilot’s vehicle is, how much use will he get from his ship in the course of the adventure? If it will come up a lot, and provide a distinct benefit in the game, it should cost points .. . unless everyone gets identical or equivalent vehicles (e.g. members of a fighter squadron), in which case it should be a campaign feature, or a separate starting point pool. (And if vehicles won’t be coming up much at all, a dedicated pilot PC might not be such a good fit for the campaign.)

Vehicles as Puppets

A possession-based interface pilot (see Vehicular Possession, p. 14) may buy his primary vehicle as a Puppet [5, or 10 for a group of identical vehicles], allow- ing him to take control without rolling; pilots who can only possess their own vehicles take Puppet Only (-30%) on their Vehicular Possession ability.

At the GM’s option, even vehicles not purchased as Allies (e.g. those purchased as starting or Signature Gear , granted by a Patron, or as a campaign feature) can be taken as Puppets, allowing the pilot to forgo the risk of botching the start-up on his own vehicle.

Spaceships - In Space?

Sooner or later , a sci-fi game is apt to end up in space (assuming it didn’t start there). The standard GURPS rules for different gravity (p. B350), however , are a bit too harsh and complex formore heroic or operatic games. There are a few ways to handle this. Campaigns that take place mostly or exclusively in Earth-like gravity – perhaps because of superscience artificial gravity generators – can largely ignore the effects of varied gravity levels. Space-based adventurers in such a campaign probably have some skill in Spacer and Vacc Suit, but only specialized zero-G workers (or soldiers) will need points in G-Experience and Free Fall.

For campaigns that want to feature different gravities without the harsh penalties, the simplified G-Experience rules from T ranshuman Action! (Pyramid #3/15: T ranshuman Space, p. 8) are a good fit: Buying G-Experience for a differ- ent gravity level allows you to treat that level exactly as if it were your native level, removing all penalties when operat- ing in those conditions. Since you can operate without penalty in gravity within 0.2G of your accustomed level, 1 point in G-Experience at 0.19G allows unhindered opera- tion in any gravity level from 0G (free fall) to 0.38G (Mars), and 0.81G to 1.19G (Earth-like). This covers most locations likely to be inhabited in many sci-fi games, from roughly Earth-like planets to small moons to free fall. In short, this basically makes the ability to ignore penalties from different gravity into a perk: G-Experience [1].

Spacer Lens

10 points

You live or work primarily in space, whether as a ship’s crewman or a fighter jock on an interstellar carrier . You’re experienced with all of the basics of life in vacuumand free fall, including the various systems and technologies neces- sary to survive them.

Advantages: G-Experience (0.19; see above) [1].

Skills: Free Fall (A) DX+1 [4]-14; Spacer (E) IQ [1]-12; Vacc Suit (A) DX+1 [4]-14.