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GURPS - Compendium 1..

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A Command Phase (see p. CY73) for a Marquee Interface<br />

takes four times longer than normal. Marquee Interfaces have a<br />

Legality Class of 3.<br />

Icon Interface<br />

25 points<br />

This is the second generation of neural interface. It displays a<br />

visual, or icon-based, interface which is very similar to the iconbased<br />

op erating systems used on personal computers in the<br />

1980s and early 1990s. This greatly improves information<br />

access speed. A two-dimensional "screen" is projected directly<br />

into the character's optic nerve. When he wishes to execute a<br />

program or examine a database, he mentally "selects" the appropriate<br />

icon. To connect to another computer, for instance, he<br />

selects a telephone; to disconnect from a system, he selects a<br />

door. Icons can be personalized - for instance, a hacker might<br />

use a picture of a turkey to indicate a computer whose security<br />

systems are well below average.<br />

Installation requires a major surgical facility and takes a minimum<br />

of ten days.<br />

A Command Phase takes twice the normal length. Legality<br />

Class is 4, meaning that in most places an Icon Int erface must be<br />

licensed, registered or both.<br />

Environmental Interface<br />

30 points<br />

The ultimate step in the evolution of the interface!<br />

When the character plugs into a network, he sees a<br />

complete, fully defined world around him. In some<br />

campaigns, there will only be one visual representation of<br />

the network; in others, characters can plug different<br />

environment modules into their cyberdecks, and some<br />

versions of cyberspace allow a netrunner to create his own<br />

environment interactively, altering it at will. All systems<br />

and data are represented as objects that can be interacted<br />

with in real-time. Instead of visualizing the command<br />

"open" when looking at the file, the user simply picks<br />

up the file with his imaginary "hands" and thumbs<br />

through it.<br />

Installation requires a major medical facility and takes four<br />

weeks - two for the actual surgery, and two more to learn to use<br />

the interface. This "environmental orientation" is essential, and<br />

requires access to a powerful computer and a cyberdeck. If the<br />

user tries to skip orientation, he can only use his implant as an<br />

Icon Interface until he finishes his training. If he completes less<br />

than a week of familiarization, he can use the interface normally,<br />

but is at -2 on all skill rolls made in the Net until he completes<br />

the second week of training.<br />

Environmental Interfaces have normal Command Phase<br />

intervals. They have a Legality Class of 4, requiring licensing in<br />

most societies. In restrictive societies, possession of an<br />

Environmental Interface is illegal except to those with specific<br />

governmental authorization.<br />

No Hangover<br />

5 points<br />

No matter how much you drink, you will never get a hangover.<br />

This does not prevent or modify any of the effects of the<br />

actual intoxication, it just eliminates the unpleasant aftereffects.<br />

Panimmunity<br />

2/5/10 points<br />

Artificial organisms, tailor-made for each individual, are<br />

injected into the body. They recognize "friendly" cells, and<br />

attack others. If you accidentally get someone else's immunity<br />

shot, the effect will be as though you had caught a bad case of<br />

the flu, and there will be no benefit. Panimmunity is permanent,<br />

and the better the bio-engineering techniques of the society, the<br />

more thorough it can be:<br />

28<br />

Level 1 (TL9): +3 to HT to resist any disease. 2 points.<br />

Level 2 (TL10): +8 to HT to resist any disease. 5 points.<br />

Level 3 (TL12): Full panimmunity: the equivalent of the<br />

Immunity to Disease advantage, with no minimum HT required.<br />

10 points.<br />

Patron (Secret)<br />

Variable<br />

This is similar to the standard Patron Advantage (see pp.<br />

B24-25), but the character doesn't know the identity of the individual<br />

or organization that has taken him under his/its wing.<br />

This means there's no way to directly call upon the Patron for<br />

help. If the character broadcasts his predicament in such a way<br />

that the GM judges the Patron gets the message, the Patron may<br />

(or may not) take action.<br />

Cynics might not fully accept that they've got a Secret<br />

Patron. The only evidence might, at first, be minor incidents or<br />

"lucky breaks." All the while, however, the Secret Patron is<br />

watching over the individual, protecting him to some degree<br />

while also possibly testing him and grooming him for greater<br />

things. He might gain information, equipment, even direct aid ...<br />

but only when it suits the Secret Patron, and almost certainly in<br />

an untraceable way.<br />

In many cases, the Secret Patron is a corporation or other<br />

large/powerful organization. Such groups don't give gifts; they<br />

make investments. Thus, the Patron will expect to get some<br />

return. This can be in the form of a Duty, where the character is<br />

manipulated, bribed or otherwise coerced into carrying out a<br />

task for the Patron. It could just as easily manifest itself more<br />

subtly: the person is used as an unwitting pawn by the organization.<br />

Not all Secret Patrons have your best interests at heart!<br />

A Secret Patron costs 5 points less (base cost) than a normal<br />

Patron. The character should tell the GM how many points he<br />

wants to pay, then the GM will secretly design the Patron to fit<br />

those constraints. The GM can also optionally add Duty and/or<br />

Enemies as disadvantages; he'd tell the player that he had a certain<br />

number of extra points to spend, but wouldn't explain where<br />

those points came from.<br />

Patron (Unwilling)<br />

Variable<br />

Like Allies, Patrons may be acquired by coercive means. The<br />

basic rules for Unwilling Allies (p. 19) also apply to Unwilling<br />

Patrons. Unwilling Patrons have a base cost 5 points less than<br />

"standard" Patrons. For example, a 150-point character normally<br />

costs 10 points as a Patron. An unwilling 150-point Patron has a<br />

base cost of only 5 points.<br />

Since Patrons are more powerful than PCs, taking an<br />

Unwilling Patron is risky - if the Patron can find a way to break<br />

the "hold," he will, and will probably become an Enemy!

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