Introduction
The encephalon is designed to enhance the brain's ability to multitask multiple
datastreams, specifically in conjunction with datajack linked devices. Now you can run
multiple cyberdecks, vehicle rigs, communication rigs, computers, synthesizers, etc. in
nearly any combination.
What is Multitasking
The human brain already manages extensive multitasking by itself, controlling continuous
physical processes like breathing, blood flow, internal temperature regulation, and tissue
regeneration. Individuals are also able to multitask outside activities, such as holding a
conversation while walking or driving, or
While the internal processes are handled by specialized areas of the brain that focus on
individual processes, external activities are accomplished by rapidly switching attention
between the different activities.
The encephalon combines both of these techniques via its extensive neurological connections to different areas of the brain and by utilizing highly-adaptive heuristic nano-second switching routines to route information and mental commands in an optimal manner to the various portions of the brain. A person using the encephalon to for multitasking - say to run 2 decks (and thus have 2 Matrix personas doing different things) or someone riging a vehicle and using two remote control decks -- never actually executes more than one command at a time. The encephalon allows the user to have his attention on one task for a few nanoseconds, and hten switches attention to another task for a few nanoseconds. In addition, the encephalon uses portions of the brain and its own cognative routines to manage much of the background processes for each task, reducing the conscious load on the brain, contributing Task Pool to any task at hand.
The switching is fast, but not instantaneous, so there is a small, but finite degradation in response time. A FIFO (First In/FIrst Out) buffer allows the Encephalon to handle multiple datastreams. The buffer stores outgoing commands and incoming segments of data from each source in a partition assigned to it by the encephalon. Each datajack I/O SPU writes incoming data to and reads commands from the partition assigned to it.
Furthermore, a Math SPU added to the encephalon acts as a floating point math coprocessor, speeding up response time so reaction penalties are reduced.
Technical Specifications & Rules
An encephalon can handle a number of simultaneous tasks equal to its rating +1. Therefore,
a Level 1 Encephalon allows the user to accomplish two tasks simultaneously, while the much
more powerful Level 2 Encephalon allows the user to split his attention between three tasks.
A seperate input is needed for each task. The encephalon's built in connection to the brain
givs it one input that allows control of the body, each datajack routed to the encephalon
provides another connection allowing simultaneous control of a device. There is no limit to
the number of datajacks or devices that can be connected via router to the encephalon but
the encephalon can still only use a number of links equal to it's rating +1. I.E. if you
have four datajacks connected to a Rating 1 Encephalon you can at most use two of
them at a time.
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Buffer Memory Requirements This is internal memory utilized by the encephalon to buffer commands and data. To determine the minimum amount of buffer memory that must be installed, consult the table below. Every connection (each device routed) to the Encephalon requires its own partition in the buffer memory. The connection to the brain/body built into the Encephalon counts as the first connection. |
Reaction Penalties Each complex task being performed receives the penalty whether physical or via datajack. For Example: Macavity is directing a drone while running Matrix overwatch during a firefight. Issuing an order to a drone is a Simple Action, so it does not incur a penalty. |
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Combat
For my games, I already use a house rule whereby the implantation of two smartlinks for the
use of a firearm in each hand permits the bonus for each smartlink to be applied to the
weapon. The weapons still suffer a +2 TN penalty each for the use of two ranged weapons.
The addition of an encephalon, routed to both of the smartlinks, enables the formidable
processing and multitasking power of this implant to come into play in combat. An encephalon
so linked negates the +2 penalty for the two weapons. However, the use of the encephalon in
this manner imposes a -2 penalty to a characters Reaction as the signal switching between the
two smartlinks fractionally increases the aiming time.
Option: Prioritized Multitasking A GM may allow players using the encephalon to multitask the option to prioritize multiple activities for reaction penalties. Instead of taking the same reaction penalty to each task, the player may opt to take more of a reaction penalty in one activity in order to reduce the reaction penalty for another activity. Essentially one activity takes priority over another. The following table shows the total penalty for conducting multiple activities. This penalty may be distributed in however the player chooses among the different activities as long as the individual reaction penalties total up to the amount shown on the table. Math SPU: If these optional rules are used, then a Math SPU reduces the total penalty by its rating. The remaining points may still be distributed among the tasks and the total must equal the total penalty modified by the Math SPU Rating. Changing Priorities: At any time, a user may change the distribution of reaction penalties with a simple action or let the system equalize the penalties automatically as a free action. If a task goes inactive, whether by the user or by an outside force (i.e.: A persona gets fried by IC, someone pulls out a datajack, etc..) then the user must immediately reassign priorities for the system. Not doing so imposes the penalties for the dead task to all tasks until the priorities are reassigned. Again, the user may consciously change the distribution of penalties with a simple action, or let the system equalize automatically with a free action. |
(Note, you cannot gain a bonus to reaction from a Math SPU used in this way. A single task with a 0 penalty does not become a +1 with a Rating 1 Math SPU) Maximum Penalties Because each task requires a minimum amount of CPU time, there is a limit to the penalties you can assign any one task. Consult the table below to determine this maximum penalty.
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