Earware, like eyeware, is available either with complete cybernetic replacements (with the modifications costing Capacity) or as a direct modification to the inner ear, costing essence. As a rule, upgrades are installed in both ears to prevent an imbalance of hearing.
Part |
Device |
Essence |
Capacity |
Avail |
Cost |
Source
|
Ear
|
Cyberears R1
|
0.2
|
4
|
3
|
3,000¥
|
Core
|
Ear
|
Cyberears R2
|
0.3
|
8
|
6
|
4,500¥
|
Core
|
Ear
|
Cyberears R3
|
0.4
|
12
|
9
|
7,500¥
|
Core
|
Ear
|
Cyberears R4
|
0.5
|
16
|
12
|
11,000¥
|
Core
|
Ear
|
Audio Enhancement (R 1-3)
|
0.1
|
[Rating]
|
Rating * 3
|
Rating * 4,000¥
|
Core
|
Ear
|
Balance Augmenter
|
0.1
|
[4]
|
8
|
8,000¥
|
Core
|
Ear
|
Damper
|
0.1
|
[1]
|
6
|
2,250¥
|
Core
|
Ear
|
Select Sound Filter (R 1-6)
|
0.1
|
[Rating]
|
Rating * 3
|
Rating * 3,500¥
|
Core
|
Ear
|
Sound Link
|
0.1
|
*
|
4
|
1,000¥
|
Core
|
Ear
|
Spatial Recognizer
|
0.1
|
[2]
|
8
|
4,000¥
|
Core
|
Cyberears
Cyberears R1
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.2
|
4
|
3
|
3,000¥
|
Core
|
|
|
|
|
Cyberears R2
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.3
|
8
|
6
|
4,500¥
|
Core
|
|
|
|
|
Cyberears R3
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.4
|
12
|
9
|
7,500¥
|
Core
|
|
|
|
|
Cyberears R4
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.5
|
16
|
12
|
11,000¥
|
Core
|
|
|
|
Ordinarily, cyberears replace only the inner ear, although the whole thing can be replaced as well if you like. Cyberears offer hearing with normal ranges (like an omni-directional microphone), a sound link, and Capacity for modifications and enhancements.
|
Audio Enhancement (R 1-3)
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.1
|
[Rating]
|
Rating x 3
|
4,000¥ x Rating
|
Core
|
|
|
|
An implanted version of audio enhancement (p. 445).
|
Balance Augmenter
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.1
|
[4]
|
8
|
8,000¥
|
Core
|
|
- Balance Tests
- +1 DP when Climbing, Crossing Narrow Platorms, Landing after a Jump, and so on
|
|
The balance augmenter enhances the inner ear’s natural balance mechanism. You receive one bonus die on all tests involving balance, such as climbing, walking across a narrow platform, landing after a jump, and so on.
|
Damper
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.1
|
[1]
|
6
|
2,250¥
|
Core
|
|
|
|
|
Select Sound Filter (R 1-6)
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.1
|
[Rating]
|
Rating x 3
|
3,500¥ x Rating
|
Core
|
|
|
|
This implant protects the user from sudden increases in sound as well as damaging sound levels. The damper adds a +2 dice pool bonus to resisting sonic attacks, including flashbangs.
|
Sound Link
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.1
|
*
|
4
|
1,000¥
|
Core
|
|
|
|
The audio equivalent of image link, sound link can play audio (recordings, movie soundtracks, music, etc.) from linked sources within the user’s PAN (or headware memory, or datajack) directly into the user’s cyberears. A sound link is a common component of immersive AR environments, adding a sonic component.
|
Spatial Recognizer
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
0.1
|
[2]
|
8
|
4,000¥
|
Core
|
|
|
|
An implanted version of the spatial recognizer enhancement.
|