Crucis Diversified Industries makes its debut into the headware market with the Sensory Feedback Monitor. Designed mainly as a supplemental system for use by those possessing neural pain/damage compensation, this device is nevertheless useful for anyone requiring biosystem feedback.
By directly monitoring primary neural signals prior to their arrival at damage compensation sites, the SFM is capable of providing its user with detailed information regarding pain and damage. Areas of the body damaged will be indicated, as well as the level of damage sustained in each area. For instance, if a character with a pain editor sustains a moderate physical wound, the site of the wound and the fact that it is moderate will be revealed. The SFM will provide information regarding both mental (stun) and physical damage.
It should be noted that a display link or encephalon is necessary for a player to personally access any damage information without external help. The SFM will output information through a datajack, however, and this is another benefit afforded to its user. Anyone with a biotech skill and the ability to link with the user's datajack (cyberdeck, medkit expert system, etc) will receive detailed anatomical information regarding areas damaged within the body. This reduces biotech target numbers to first aid/heal the character by 2, reflecting the precision with which the SFM details damaged sites. The user, if attempting to biotech themselves, may use this information to receive the bonus, as well -- it will be output to a display link or encephalon. This bonus extends only to actual physical damage -- toxin and disease treatment does not receive this bonus.
The Sensory Feedback Monitor can be installed with supplemental
firmware known as the Plus upgrade. A Sensory Feedback Monitor Plus, or
SFM+, slaves a high-speed data subprocessor to the primary CPU to perform
neural switching. Neural switching permits users with multiple forms of
damage compensation to use each item independently by routing identical
pain signals to each augmentation. This, in effect, makes each augmentation
"think" that it is the only functioning item, providing the user
with the benefits of each. For example, character A possesses Damage Compensators
(3) and a trauma damper. Normally, if A were to take a moderate wound,
her trauma damper would fail to function due to the action of the damage
compensators. With an SFM+, A's trauma damper would fire, leaving A with
one point of stun damage and two points of physical damage (as opposed
to three points of physical damage) -- and this damage would be fully compensated
by the Damage Compensators (3). The action of the SFM+ extends to all forms
of damage compensation, including magical damage compensation, providing
it is based on a tangible physical effect (e.g, a resist pain spell, which
boosts endorphin levels).
|
MODEL |
ESSENCE COST |
PRICE |
|---|---|---|
|
SFM |
0.2 |
15,000 Y |
|
SFM+ |
0.4 |
25,000 Y |
--- Barney <23:57:44 / 7-14-55>
>>>>>[What'd ya do, drekhead, pose for him? I'd put YOU
in the slightly left-of-center category myself. When you're packed full
of damage compensation, this is the only way to go, chummer. Nothing like
everything working in harmony.]<<<<<
--- Rooster <04:36:31 / 7-15-55>
>>>>>[Crucis did their homework before dumping this on the market. They've made sure that everything works when it's supposed to work. If you've got a knack for getting nailed, pick yourself up one of these. It may just save your life.]<<<<<
--- Kestrel <14:09:53 / 7-17-55>