Sensory Systems




360-degree Vision Cost: $250,000 (inclusive of operation). Recovery: 1 month. Mass: 0.1 kg. Power: 1 per 100 hours.
A built-in, concealed optic sensor array in the back, sides and top of head allows all-round vision. No artificial eyes required. Possession of Karate or Judo skill allows attack against targets behind the cyborg at no penalty, otherwise, treat "off-hand" and back hexes at -2 to hit. No penalties when defending against attacks from the side or rear. Much of the cost goes toward work on the nervous system, so artificial appearance will only have half its normal effects. That is, a "semi-natural" system costs $187,500, while an obviously artificial system costs $100,000--and you have four extra eyes in your head (one on each side and two in the back), all of which are obviously cyberware. Prepare for hefty reaction penalties when dealing with anyone but a cyberphile.


Acute Hearing Cost: $15,000 per level, for both ears. Operation Cost: $1,000 for a pair. Recovery: 1 week. Mass: Negligible. Power: None.
This requires both ears to be artificial. Each level (maximum is 5) gives +1 to Hearing checks, just like the Acute Hearing advantage. The price assumes both ears to be modified; modifying only one ear gives no benefits.


Acute Vision. Cost: Varies (see below). Operation Cost: $2,000; $1,400 for one eye. Recovery: 2 weeks. Mass: Negligible. Power: None.


This must be bought for both eyes, which must be artificial, or no bonuses will be received. These bonuses apply to Vision rolls just like the Acute Vision advantage.
Bonus Cost
+1 $20,000
+2 $50,000
+3 $130,000
+4 $230,000
+5 $330,000



Alternate Spectral Range Cost: $2,000 per eye per set. Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: None.
Enables visual perception of non-visible wavelengths of the electromagnetic spectrum. Any number of "sets" (of which there are 10) may be added. These "sets" are Short Waves, Standard Radio Waves, VHF, UHF, SHF (Radar), UV, X-Rays, Gamma Radiation, IR and Microwaves. Each "set" is assigned one color (chosen by the cyborg or cyberdoc before implanting, or reprogrammable at will if a Visual Processor is installed), and radiation in each "set" will be perceived as light of that specific color, brightness depending on intensity. Price modifiers for unnatural appearance do not apply. No power required.


Artificial Ear Cost: $10,000 for one ear. Operation Cost: $700; $1,000 for a pair. Recovery: 1 week. Mass: Negligible. Power: None.
Note that this modification is internal; the outer ear is a cheap cosmetic prosthesis (which can be replaced, if damaged, for about $1,000). The artificial ear senses sound, which it translates to nerve signals and relays to the auditory nerve. Many other Hearing modifications require artificial ears, and these can be installed along with the artificial ears at no extra cost.


Artificial Eye. Cost: $25,000 (*). Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: None.
This allows normal, 20/20 vision. Many Sight modifications require at least one artificial eye, and can be installed at the same time as the eye(s) at no additional operation cost. When using dissimilar eyes, a patch must be worn over one (or an artificial one can be turned off), or a -2 penalty is applied to Vision checks for conflicting signals.


Audio Processor Cost: $10,000 + $1,000 per level. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
A small chip digitizes auditory signals, and stores one minute's worth per level. Can search, translate, replay and otherwise process stored sounds by mental command. Output can be routed through any audio output device, or a DNI link.


Audio Recorder Cost: $5,000. Operation Cost: $500. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 100 hours.
Records sound on miniature digital hi-fi tapes. It can take input from artificial ears, or from miniature microphones in natural ears--which costs $500 extra. Alternatively, an Audio Processor can be used as input device. One 60-minute tape costs about $20. Can also be played back through a Radio Reception unit or an Audio Processor, or a special playback rig ($2,000 extra). This system can be combined with a Video Recorder for $15,000, using the same tape for both picture and sound.


Bioradar Cost: $30,000 (*) + $2,000 per level. Operation Cost: $10,000. Recovery: 3 weeks. Mass: 0.2 kg. Power: 10 per minute per level.
This is an active radar system, which gives the cyborg a complete radar "picture" of his surroundings, allowing about the same detail at each range as normal vision. The cyborg will be aware of the shape of each object, and even its surface texture, but not color. A "first-level" system has a range of 2 m, doubled for each level added. Maximum level is 10, giving a range of just above 1 km. Unnatural appearance modifiers do apply a little, as this system requires very elaborate camouflage of the "antenna" system. A "semi-natural" system ($25,000 basic cost, $8,000 for operation) could be seen up close as a fine mesh of wires in the cyborg's skin (only around his head); an "obvious" one ($20,000 basic cost, $5,000 for operation) would look sort of like Metal Plating covering his head. There's a less complete version, which doesn't give the cyborg a full 3D radar picture but only relays data about the presence, location and shape of each object to any output device (including an implant computer); this reduces cost by $10,000. Both these Bioradar versions can be switched on and off, and may also be switched to passive mode. Note that Bioradar is blocked by any metal helmet. However, such a helmet can be adapted to serve as an antenna; it costs $1,000 to install an antenna plug in the cyborg's head and $500 to adapt a helmet.


Biosonar Cost: $20,000 + $1,000 per level (maximum 10). Operation Cost: $10,000. Recovery: 2 weeks. Mass: 0.1 kg. Power: 5 per minute per level.
This is similar to the Bioradar system, except that low-frequency sound waves are used instead. This system is particularly useful underwater, where ranges are tripled. It creates a full 3D "vision" of the cyborg's surroundings, but provides less detail on texture than does the Bioradar. A level 1 system has a range of 2 m, doubled for each extra level. Here, also, a less advanced version exists, which reduces basic cost to $10,000 and requires an output device to relay data to. Note that wearing a helmet will reduce range by one-half for an ordinary helmet, and a soundproof (or just airtight) helmet will "blind" the cyborg's sonar sense. However, external microphones and sonar gear can be added to a helmet for $1,000 per level, reproducing the sonar effect faithfully. No skull-plug is needed for this, and it is possible to have a helmet with a greater range than your implanted sonar. Remember that the helmet will need its own power supply.


Directional Scent Cost: $5,000; $10,000 for the variable version. Operation Cost: $1,000. Recovery: 2 days. Mass: Negligible. Power: None.
This modification requires an Olfactory Sensor, and works by limiting the input area to a cone-shaped sector in front of the cyborg, thus eliminating many disturbing background scents. Four types are available, differing only in the width of field available: 30, 10, or 1 degree, and variable.


Independent Focus Cost: $40,000, including operation. Recovery: 3 weeks. Mass: Negligible. Power: None.
Artificial eyes are not required. Very little artificial material is actually inserted; the operation involves a lot of restructuring of muscle and nerves, and allows each eye to focus independently of the other--like the eyes of a chameleon, for instance. It gives all the benefits of the Peripheral Vision advantage, and even allows aiming at two different targets at once. Using this in company or public will generally cause a -1 reaction penalty (as well as, often, intense curiosity)


Infravision Cost: $15,000 for both eyes. Operation Cost: $2,000. Recovery: 2 weeks. Mass: Negligible. Power: None.
Both eyes must be artificial. This modification allows perception of infrared light in detail, to make a "thermal image" of the surroundings. The temperature of an object determines its apparent color:
Color Temp (C/F)
White 66 up/150 up
Red 55-65/130-149
Orange 38-54/100-129
Yellow 27-37/80-99
Green 21-26/70-79
Blue 10-20/50-69
Indigo (-7)-9/20-49
Violet (-8) down/19 down



Moreover, this modification gives a +2 bonus to spot living creatures or other heat sources in a visual area scan, bonuses to Tracking a new trail (+3 for a trail up to 10 minutes old, +2 up to 20 minutes, +1 up to 30 minutes) and it reduces darkness penalties to -1 while fighting--assuming the opponents develop heat of some kind, like all humans and most machines do. Allows sight in absolute darkness provided there is a temperature difference between bodies of at least 5 degrees Celsius. A sudden flash of heat can cause blindness, unless Polarization is added.


Light Intensification Cost: $15,000 for both eyes. Operation Cost: $2,000. Recovery: 2 weeks. Mass: Negligible. Power: None.
Both eyes must be artificial. These eyes pick up and amplify any available light. They halve any penalty for darkness (round in the cyborg's favor) except for complete darkness. They burn out if hit by a laser, unless at least three levels of Polarization are also present.


Microscopic Vision Cost: $10,000 per level, for one eye. Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: None.
Requires artificial eye(s). Each level doubles magnification of small objects, out to a 30 cm range. (Examples: Level 1 = 2*, Level 2 = 4*, Level 3 = 8*, Level 7 = 128* etc.)


Night Sight Cost: $10,000 for one eye. Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: 1 per 10 hours.
Requires artificial eye(s). This system is an active UV sensor for night use. UV light is emitted by the eye, bounces back, and is interpreted by the eye. Allows vision even in total darkness. Other UV sources are clearly visible. Active UV gives normal vision within 8 m (-1 penalty for each 3 m beyond that). The active beam can be seen by other UV sensors, adding +2 to Vision (or even aiming/hit rolls) for opponents with UV sensors. Beam can be switched off, allowing the eye to function as a passive UV sensor. An active UV beam will cause fluorescent objects to glow with visible light.


Olfactory Sensor Cost: $10,000 + $5,000 per level (maximum 5). Operation Cost: $500. Recovery: 5 days. Mass: Negligible. Power: 1 per month.
This is a very small device implanted along the olfactory nerve (often in the nostrils), and the basic system does nothing that an ordinary nose can't--it's just a prosthesis for people whose noses don't work. For each level of improvement, a +1 is granted to any Smell rolls (like the Acute Smell advantage--does not affect taste, though).


Optic Readout Cost: $5,000. Operation Cost: $1,400. Recovery: 1 week. Mass: Negligible. Power: None.
At least one eye must be artificial. This creates a "computer screen" display across the cyborg's field of vision. Other cyberware can output messages to this display unit. This is made redundant by a Visual Processor.


Parabolic Hearing Cost: $5,000 per level. Add $5,000 for a variable arc. Operation Cost: $1,000. Recovery: 1 week. Mass: Negligible. Power: 1 per day.
Both ears must be artificial. Price assumes modification to both ears; modifying one ear gives no benefits. This system allows the cyborg to "zoom in" on a particular sound or area, and includes a filter to sort out background noise. Consult the following table:
Sound (dB) Example Range (m)
10 Leaves rustling .25
20 Quiet conversation .5
30 Normal conversation 1
40 Light traffic 2
50 Loud conversation 4
60 Noisy office 8
70 Normal traffic 16
80 "Quiet" rock band 32
90 Thunder, heavy traffic 64
100 Jet plane at takeoff 128
110 Very loud rock band 256
120 Metallica at 50 m 512



This shows examples of sounds of each 10-decibel level. Moreover, it shows the distance (in meters) a listener must be from each sound to hear it as clearly as a normal conversation at 1 m. For each level of Parabolic Hearing, shift one line. That is, double the range at which a particular sound may be heard. For example, a cyborg with Parabolic Hearing +2 can hear a normal conversation as clearly at 4 m range as an unmodified person could at one meter. Four types of Parabolic Hearing are available, differing only in the width of field of input: 30, 10, or 1 degree, and variable (which costs $5,000 extra).

Polarization ("Shades") Cost: $1,000 per level of protection, for one eye. Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: None.
This is for artificial eyes only, and gives protection against glare and sudden bright light (each level negates one point of penalty for glare, and adds 1 to rolls to avoid being dazed or blinded by bright light). A maximum of 5 levels may be added to each eye.


Radio Reception Cost: $10,000. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: 1 per 20 hours.
Receives radio signals of whatever broadcast frequency (also digital radio), and relays signals directly onto the auditory nerve. No artificial ears required. Under some conditions, some sort of antenna arrangement might be desirable (or even necessary). This system can also be used to relay data to any sensory processor system or computer implant.


Radio Transmission Cost: $15,000. Operation Cost: $500. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 6 minutes.
Artificial ears are not required--the system can use small microphones inside the natural ears at an extra cost of $500. Can broadcast digital radio signals on any radio frequency (SRW, SW, VHF, UHF). Range is usually about 1 to 5 km, depending on weather and local terrain (in a city it would typically be less than 2 km). Connection to a more efficient antenna arrangement can boost range dramatically. This system can also be used to output data from any sensory processor system or computer implant.


Retinaprint Cost: $50,000 for one eye. Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: None.
This is an experimental system, and requires an artificial eye. Allows the eye to store up to 20 sets of retina prints, which can be simulated at will. These retina print sets could be reprogrammed via a computer implant. Note that both eyes would need to be equipped with this to fool most retina scanners--and that is a bit expensive.


Scent Edit-Out Cost: $10,000. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
This allows the wearer to specify which particular scent(s) he wishes to concentrate upon, eliminating the nerve signals which carry any other scents. Thus, a +5 bonus is granted to any Smell rolls concerning these specific smells while other smells are completely hidden and cannot be detected. The system can store ten specific smells which can be selected; reprogramming is possible if linked to a Scent Processor or general computer implant with the correct software, or using an external computer via a DNI link.


Scent Processor Cost: $7,500 + $750 per level. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
This is very similar to the Taste Processor, except that olfactory data (smells) are stored instead. Ten specific smells may be stored per level of this implant. Just like the other processors, this one can use Radio Reception/Transmission for I/O.


Sensory Data Reception Cost: $30,000. Operation Cost: $2,000. Recovery: 2 weeks. Mass: 0.1 kg. Power: 1 per 10 hours.
Allows wireless, real-time reception of all sensory input (all five senses) from other devices via broadband radio. Transmissions are encoded in a standard digital code; when uncoded and patched into someone else's CNS, that other person experiences full sensory playback of whatever the original person saw, heard, tasted, smelled and felt at the time of transmission or recording. Three types of rig is available: transmitters, receivers, and transceivers. The above cost is for a receiver; transceivers cost twice as much. Ranges are as for standard Radio or Video transmission/reception systems.


Sensory Data Transmission Cost: $30,000. Operation Cost: $2,000. Recovery: 2 weeks. Mass: 0.1 kg. Power: 1 per 6 minutes.
Allows wireless, real-time transmission of all sensory input (all five senses) to or from other devices via broadband radio. Transmissions are encoded in a standard digital code; when uncoded and patched into someone else's CNS, that other person experiences full sensory playback of whatever the original person saw, heard, tasted, smelled and felt at the time of transmission or recording. It is possible to transmit between two such systems, provided they broadcast on the same frequency--and that frequency is naturally adjustable. Three types of rig is available: transmitters, receivers, and transceivers. The above cost is for a transmitter; transceivers cost twice as much. Ranges are as for standard Radio or Video transmission/reception systems.


Sensory Processor Cost: $30,000 + $1,500 per level. Operation Cost: $2,000. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
This is a microprocessor which stores ALL sensory data in digitized form. Rated by level, each level allows one minute of stored sensory data. The Processor is capable of searching for, replaying and translating all stored data by mental command. In addition, if the wearer is equipped with a DNI jack or Sensory Data Transmission, this system can route output through these channels to be downloaded into another computer--or stored on digital tape, so it can perform as a Simsense Recorder (except an external tape deck, or possibly some other storage medium, is required).


Simsense Player Cost: $2,500. Operation Cost: $500. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 100 hours.
This playback system is is capable of translating ASP tapes/chips/data into sensory input, allowing the user to experience the sensations recorded on the tape--covering all 5 senses. The cost of the unit includes a tape deck and a specialized DNI connection to it, intended only for use with simsense tapes. That is, the tape deck is on the outside of the wearer's body--like an old-fashioned walkman, except the wire doesn't run to a set of headphones but into the wearer's skull. Tapes with other data than simsense recordings make no sense to this unit--and can be rather disturbing to run. This mode of prerecorded entertainment is rapidly becoming popular--it is expected that it will end up with a bigger slice of the market than all others together.


Simsense Recorder Cost: $20,000. Operation Cost: $1,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 100 hours.
Functions as a Sensory Processor, except that the wearer cannot search for and replay the stored data. Instead, this information is stored in a standard code and recorded onto a digital tape, which can be used with a Simsense Player or put into mass-production and bought and sold for education or entertainment. A standard tape, at $20, lasts for 30 minutes. Note that a Sensory Processor, or Sensory Data Transmission, can make this system more or less redundant.


Sound Edit-Out Cost: $10,000. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
Does not require any artificial ears. The system allows the cyborg to specify which types of sounds he wishes to concentrate on, eliminating "background noise" from the auditory nerve. Gives a +5 bonus to any Listen checks concerning these sounds, as well as securing the cyborg against being deafened or stunned by loud or sudden sounds as far as the nerves are concerned--but natural eardrums etc. may still be damaged. As other sounds are eliminated, this system can be switched on or off. With a computer implant, it may be reprogrammed at will.


Subsonics Cost: $10,000. Operation Cost: $1,000. Recovery: 1 week. Mass: Negligible. Power: None.
Requires both ears to be artificial. The cyborg can hear sounds with subsonic frequencies.


Tactile/Touch Modifications. Sensitouch Cost: $2,500 per level (maximum 5). Operation Cost: $200. Recovery: 1 day. Mass: Negligible. Power: None.
Nerve ending enhancers placed in small skin grafts, Sensitouch pads are given a power level which is added as a bonus to any applicable tactile sense rolls, and to some tasks requiring high manual dexterity. This system covers a patch of skin about one square centimeter in area, and it is most commonly placed on the tip of a finger. Each one-cm-squared area covered is considered a separate system. Note that covering the average person's entire body with sensitouch pads of level 1 will cost approximately $50 million--only small areas can reasonably be augmented. A few rich sybarites have had their genitals so enhanced....


Tactile Edit-Out Cost: $10,000. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
This allows the wearer to specify which particular tactile nerve signals he wishes to concentrate upon, and eliminates all others. Usually patched into the CNS directly at the base of the neck.


Tactile Processor Cost: $7,500 + $750 per level. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
Similar to the other sense processors available, this stores ten minutes of tactile impressions per level.

Taste Processor Cost: $7,500 + $750 per level. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: 1 per year.
This is a tiny microprosessor which can store gustatory data in digitized form, and can process input from the tongue or another input device. It can analyze, search for and replay any stored data. Each level allows 10 specific tastes to be stored. It can use Radio Reception/Transmission as an I/O device.


Taste Sensor Cost: $10,000 +$5,000 per level (maximum 5). Operation Cost: $200. Recovery: 5 days. Mass: Negligible. Power: 1 per month.
The basic version of this system is a quite simple chemical sensor placed in the mouth, which functions like a normal tongue for purposes of sensing taste--a "tongue replacement". For each level of improvement, a +1 bonus is granted to any Taste rolls, like the Acute Taste/Smell advantage--this does not affect Smell rolls, though.


Telescopic Vision Cost: $15,000 per level for one eye. Operation Cost: $1,400; $2,000 for a pair. Recovery: 2 weeks. Mass: Negligible. Power: None.
This system allows long-distance magnification. Each level doubles magnification, just as with Microscopic Vision, but the magnification is limited to what would be visible to normal eyes from 30 cm away. Eye must be artificial.


Thermal Edit-Out Cost: $5,000. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
This allows the cyborg to ignore (actually, be totally oblivious to) the effects of temperature. There's some danger with this system, though, because the cyborg may start taking damage from extreme temperatures without even noticing. It can be set to deactivate automatically at any high or low temperature threshold if a Thermal Sense system is available.


Thermal Sensor Cost: $1,200. Operation Cost: $100. Recovery: 2 hours. Mass: Negligible. Power: 1 per year.
This is little more than a highly accurate thermometer placed directly under the skin anywhere on the body. It measures the precise temperature of the surrounding air in both Fahrenheit and Celsius degrees (can also output temperature in Kelvin). This data can be continuously relayed to any other system, such as an Optic Readout.


Ultrasonics Cost: $10,000. Operation Cost: $1,000. Recovery: 1 week. Mass: Negligible. Power: None.
Requires both ears to be artificial. The cyborg can hear sounds with ultrasonic frequencies.


Video Broadcast Cost: $25,000. Operation Cost: $500. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 6 minutes.
Allows the cyborg to transmit video signals, which requires artificial eyes OR a Visual Processor. This standard system has a range of maybe 1-5 km, depending on conditions.


Video Reception Cost: $20,000. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: 1 per 20 hours.
Allows the cyborg to receive video broadcast signals, and display these onto the optic nerve (Note: This does not include sound--though Audio Reception can provide that). No artificial eyes required. Can be combined with Video Broadcast (to be installed as one system).


Video Recorder Cost: $10,000. Operation Cost: $500. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 100 hours.
This system requires artificial eyes, or a Visual Processor. It allows recording of digital pictures, either stills or moving video. Standard storage medium is miniature hi-resolution digital video tapes, available almost anywhere for about $20 for a 60-minute tape (which corresponds to about 60,000 stills). Tapes are typically loaded through a small port concealed beneath a skin flap. The system can include an internal scanner for an additional $5,000 (allowing playback-in-the-head), or output can be routed through a Visual Processor or a Video Reception system. A combination Audio/Video recorder can also be installed, for $15,000. See Audio Recorder; the combination system requires only one tape for both sound and picture.


Visual Processor Cost: $15,000 + $1,000 per level. Operation Cost: $1,000. Recovery: 2 days. Mass: Negligible. Power: 1 per year.
Includes a small chip where digitized optic nerve signals can be stored--each level allows one minute's worth of data. This also allows overlaying of different images, playback, "split-screen" in the head, etc., as well as searching and translating data on mental command. It can also place a "computer screen" display across the cyborg's field of vision, just like the Optic Readout system. Output can be routed through a DNI or Video Broadcast, to be recorded and/or translated elsewhere. Does not require artificial eyes.



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