Heeey
@FBH here's something for your VA cyberpunks~
And something from PQ if people want to introduce the CLARENTs or the ZERUEL into their mage game (which should suggest to you just how ludicrously expensive Jane and Ling Clarent are)
Wired Reflexes (6 pt Enhancement, Arete 4, Quintessence 20)
Speed is life. He who acts first has a significant advantage over the enemy in any violent encounter. He who acts more often has even more of an advantage over the enemy. Being fast, getting the first shot off, can often mean the difference between life and death.
Virtual Adept Cyberpunks, more transhumanist Etherites, and Syndicate Enforcers implant a system of this nature into themselves, replacing their spinal cord and much of their nervous system with flexible superconducting fibers, installing motion enhancers and kinesthetic subprocessors into every major limb. Upon command, the synthetic nervous system fully activates while implants in the adrenal glands inject a supercharged adrenaline-substitute into the mage's body, supercharging their every movement and thought. Time seems to slow down, and the user can chain actions fluidly, firing shot after perfectly aimed shot, weaving through a flurry of blows, or literally dodging bullets by watching the tensing of a shooter's trigger finger.
A Time 3/Mind 1 effect allows a character to spend 1 Quintessence from the Enhancement to gain +1 Initiative and take an extra action in a turn, up to (lower of Dexterity or Wits) actions. Additionally, while Wired Reflexes are active, the character thinks more quickly, giving them an additional free mental action per turn. The character may not take additional movement actions, as although their muscles and nerves are placed into overdrive, Wired Reflexes does not actually make a character "faster." However, the character may sprint at full speed while still taking an action on their turn. Wired Reflexes are on the edge of being Coincidental, although excessive use (taking more than 2 additional actions) becomes Vulgar.
However, Wired Reflexes take a significant amount out of the user. Use them too often, and die. A character may only use Wired Reflexes "safely" for (Stamina) turns a day. After that point, organ failure and internal damage starts to accumulate, dealing a cumulative 1 die of lethal damage per additional use in a day. Wired Reflexes are intended for short-duration, high-intensity operations, not prolonged firefights.
Safer versions of the Wired Reflexes augmentation exist, but such reaction enhancement cyberware is generally found only in heavily augmented cyberpunks or Iterators, both of whom are willing to shell out a premium to preserve their highly expensive bodies. These safe versions may be used an unlimited number of times, Quintessence permitting, and cost 8 points. A biotech version of Wired Reflexes exists, "Hyperadrenaline Shunts," which are implanted by the Progenitors into high-value shock troops and enhanced Damage Control Operatives.
Cognitive Clockspeed Enhancement (15 pt Enhancement)
Human cognition is slow and inefficient. Iteration X considers this regrettable and seeks to exceed these limits. This augmentation requires the character to have an implanted ADEI or an equivalent, as it requires a perfect machine-human merger. Additional nanocomputing systems are implanted into the Technocrat's skull, creating an even closer interface between the biological brain and the cybernetic components. Many parts of the brain are outright replaced by solid-state computing systems, particularly the motor centers and visual processing centers, while the ADEI's holographic memory is expanded and used as the cyborg's working memory. The net result is a cyborg who now can think several times faster than a human via a powerful, permanent Time 3/Mind 3 effect.
Upon implantation, the character must roll their permanent Willpower at Difficulty 8, although most of the time there will be a hyperpsych specialist standing by to lower the difficulty of the roll by mental conditioning and monitoring. They gain (5 - successes) points of Mental Flaws, while if they fail the roll, they go insane from their altered time perception and must have their psyche reconstructed. Psyche reconstruction requires at least 10 successes on a Mind 4 Procedure, plus 2 success per point of Permanent Willpower the character possessed. Magi who undergo Cognitive Clockspeed Augmentation tend to have short attention spans and be impatient with baseline humans, as they think several times faster than normal humans and what might seem to be a quick pause for a baseline is considered a boring eternity for a posthuman. Furthermore, because of this permanent inhuman trait, the character immediately gains 1 permanent Paradox.
However, these drastic costs come with commensurate benefits. After implantation, the character thinks and reacts faster than a human at all times. The character may take an additional action every combat turn (increasing to 2 additional actions at Enlightenment 3 and 3 extra actions at Enlightenment 5), and adds (Enlightenment + 1) to their Initiative. For mental actions taken in dramatic time, the character divides the time necessary to make a roll using a Mental Attribute by (Enlightenment + 1). These improvements are not cumulative with Time or Mind magic which allows the use of additional actions, and are not cumulative with additional reaction enhancement, save increases to a character's Wits attribute. Although these effects may be minor compared to a Disciple of Time using Dilate Time to the fullest, they are always active and cost nothing to maintain, giving a cyborg with this augmentation excellent endurance compared to short-duration boosterware.
This radical augmentation is most common (although still very rare) in Iteration X, and is almost always only seen combined with additional heavy augmentation, whether dedicated to combat or cognitive planning (or in the case of old Iterators, sometimes both). The Sons of Ether and Virtual Adepts have a handful of mages who are willing to do the procedure, but will only do so at great cost and are often questionable sane themselves due to their exhuman self-augmentation. There is no biotech equivalent in the Progenitors-although Progenitors are also experts in cognition enhancement, they tend to trend towards short-term bursts of improved mental clockspeed combined with thinking 'better,' rather than drastic, dehumanizing modifications such as this.