cup"Noomancers" the term given to AA's with the various intellectual enhancements to the brain and as such nominally associated with Swords.
The principle Enhancement available to the Cyber Adapted AA is the ubiquitous 'Jack. Cyber-Jack (Mk. I at Near Future T/Ls ~ VII), Neuro-Jack (Mk. II at Far Future T/Ls ~ X) and the Psiber-Jack (Mk. III in Super (Ultra)-Science T/Ls ~ XV+).
A wide range of eighteen other cybernetic implants for the brain are also listed and linked with the Major Arcana.

Whilst the 'Jack is always associated with Swords Royalty the various 'plug-ins' (!) can be linked with the other Suits of the MiA. Naturally Deftness based Cyber-Generalities: typically repetitive 'assembly line skills', more expensively carried out by robots, use Wands; Data-Spikes (u.i.): Pentacles; NeuroNet Exercise Progs: Cups. Swords remain the catch all.

Neuro -Jack1
(Psiber-Jack)
Enhancement Swords Only
Implant
Descriptive

(Jack+)
Sockets

Data-Spike2
One DataSet
(Nominally Pentacles3)
Adder4
(Nom. Wands
or Cups)
 
'Viper'5
MilSpec.
Adder
(Cups)
Modder6
Skill Set
(Swords only)
Modder Matrix
(AA's digital presence in the Net. Prior to the rise of true A.I.s this is via a GUI of increasing sophistication. Post Singularity the decision is up to the local A.I.!) 7
Page:
(+11/+1)
Clip
(1) +1
Dumb Knowledge
D/S +1
New Generality@ 11
1 ACA sequence.
+11... +1 Fixed sequence of
Generalities.
Avatar your unreconstructed self reduced to a slavish dataset and tasked to protect you from the dangers of DataSpace.
Cavalier: (+12/+2) Cassette
(1) +2
Self-
Rationalising D/S +2
Two Generalities:
@: 12, 11
2
+12... +1
+single Mastery
Max.: 23; Min.: 3. Rest are Generalities.
Persona is a synthetic personality 'persona' that is used to integrate a skill set. Normally a fictional or historical reconstruction. Guaranteed not to take over your personality!
Queen:
(+13/+3)
Cartridge
(1) +3
Expert D/S+3

3 Generalities @: 13, 12, 11
3
+13... +1
+Mastery (25)
+Expertise  Typically (11 +10 +9)=30
rest are Generalities.
(Heuristic) Gestalt has its own additional  'speciality' starting at +13  that defines the persona. This persona can learn and improve it's speciality...
In compressed form the Gestalt is non conscious and cannot be interrogated. Gestalt requires a human brain or its hardware equivalent to uncompress. 
King:
(+14/+4)
Caddy (1) +4
Irrational D/S
'Intuitive' +4

4 G@ 14. 13, 12, 11,
4 +14... +1
Speciality = 50
(14+13+12+11)
Daimon a 'cut-down' A.I. (generated as an incorporeal and independantly minded NPC!) with a 'cut-down' set of Generalities and three Expertises.
Using Pentacles and Swords only.
Thus:
E: x 3 to a max of +20 ie A+E
G (Acumen): A to a max of A
G (Expediency): E to a max of E
Daimons are Heuristic and have been known to get out of hand... and gain the Mimeses of their host. The technical term is 'Cyber- possession'.
Esoteric (Requires MaA)



Sentient D/S
accidentally becomes autonomous!
Esoteric Generalities to 21
to +21
 +21... +1
Esoteric Skills
Personality is a complete copy of a real human or alien personality that can only be copied using an A.I. moderated process. Although a compressed personality can be stored in a spike The XXX requires a brain or an A.I. moderated Dataspace to operate a s a concious entity 
Notes:
1 Neuro- Jack: The neuro jack is in fact a socket! Capable of physically linking the brain to a Computer interface via a 323 SR Optical Lead. Wireless interfaces, of various ranges, are possible but can lead to personality takeover by any passing A.I. with malice aforethought! Short of Optical fibres well screened cabling is preferred. And a clean interface for your Avatar.
2 Data-Spike singular DataSet of varying intellect: pedant to fanatic! ...that can be accessed as a resource: HoloVision schedule; favorite Space Opera game, Grav-Bike maintenance manual; encyclopedia galactica; 'Scapers Guide to the Three Galaxies... As a reference manual a DataSpike provides a generic bonus to any relevant Skill the AA already possesses by using that additional knowledge.
3 DataSets may lend themselves to further correspondence: 'Theoretical Prestidigitation' (Wands); 'ZeroGee Wrestling' (Cups);...
4 Adder usually a highly specialised Skill using that number of words to encapsulate the effects: 11; 12; 13; 14. Althought the Skills provided are (usually related they cannot be combined, merely accessed independantly. Higher skills (Expertises,..) tend to require a personality matrix to integrate. q.v. Modders. The skill need not necessarily be a Knowledge based Skill ie like a DataSpike.
5 Vipers are restricted NeuroWear that encapsulate bonuses to ACAs generally allowing troops to use weapons they have never heard of let alone wielded in anger. Very useful for *Marines asked to perform in historic re-enactments. Watch them struggle to load a cannon!
6 Not a bonus to pre known Skills but an entire new profession and a integrating personality suited to the Tasks. At higher T/L (and Cost) the 'Modder Matrix' moves from synthetic to real that integrates the Skills: Specialities, Masteries and Expertises can be attained by adding 'Generalities' and assigning descriptives. Thus a King Modder can have a Speciality of 50, two masteries at 27 and 18; but runs out of steam with just two Expertises at 7 and 3 respectively. Other combinations are to be preferred!
7 A.I. 'Artificial Intelligence' term dates back to the early days of CyberTech . A.I.s - now also built mostly of Carbon - are no longer 'Artificial Intelligences' they are the real thing and prefer the term 'Autons' (Autonomous Intellects) but they're not allowed to because of intellectual property rights!

Cyber-Technologies
The 'Jack represents a common cybernetic implant. For Players and D/Ms requiring a sequence of other (Esoteric) Cybernetic Technologies the following table is provided. The first ten can also be associated with the Ace to Ten of Pentacles. And the SuperScience Cybernetic Enhancements XI -XIV naturally linked with Pentacles Royalty. The Realms of Hyper-Science are restricted to Major Arcana ONLY.

Noomancy: 21 encephalo-enhancements associated with Major Arcana. A technological Equivalence can be drawn between the Noomantic Enhancement and T/L bearing in mind that even the lowest items start at Near Tech ~V -VI
Level
Card
Cyber-Technology Tech Level
The Realms of Near Science: CyberTech Mk I
.i
The Magician
CyberModem (Early) Brain Computer Interface. External skull cap with high density of electrodes. Head needs to be shaved!
Implants to brain surface and early biochips require experimental surgery.
Thought Control:: Computer interpretates (sic.) brain waves. Feedback reinforces heuristic connectivity to permit operation of early CyberWear: Artificial Limbs Visual and Audio sensors and for the Military to pilot Vehicles esp. Planes
Generic +1 to whatever the experiment is about. Ie a success!
'Now (ish) Tech'
.ii
The High Priestess
Inner Ear Dual Processor Bio (Neuro) chips interfaced with specific sensoria provide sub-vocal cues. And clues: auditory warnings:: briefings and other data provided in vocal form: Countdowns; Diary; Calendar;... With appropriate hardware can interface with local data traffic: typically radio-frequencies: AM to cellular,... UHB. Also records and transcribes everything it can hear. Sound amplification and manipulation enables the conversation to be plucked out of noise.
Military apps: WatchDog Circuit +2 to avoid being caught napping!
'Near
Tech'
.iii
The Empress

Inner Serenity  'Pleasure/Pain Blocker' Direct control over pain or pleasure circuits. Usually activate by jaw movements but other control mechanisms can be built in. Fully selective: Type; Threshold; Level; Interpretation;... to a simple cut off. 'Hi
Tech'
.iv
The Emperor
Inner Eye Dual Processor Bio (Neuro) chips interfaced with specific sensoria provide visual (and audio) cues and clues. Normally only connected to one optic nerve. With the addition of a microcam can provide  normal sight to a blinded person; the more recently the better! With appropriate hardware can provide IR, Starlight, Sonar, and other 'non-visual' vision. Also records and transcribes everything it can hear and see for three 'time periods' before needing to dump data.
Military apps: Firearms Targeting data and feedback @+3
[Process continues at higher T/Ls: smell, taste and touch sensory interfaces.
Thereafter new senses are integrated via synthetic sensoria built into the brain.]
'Advanced Tech'
.v
The Heirophant
Pharmer implant designed to release five specific neuro-chemicals to enhance brain function.
Higher T/Ls: more complex chemicals = more complex effects.

.vi
The Lovers
Inner Brain Dual Processor Can take over critical autonomic functions: typically breathing and heatbeat via internal and independant optical neural network. Can activate implanted survival systems.
Even if the brain is in a deep coma (or dead!) it can keep the body ticking over until help arrives.

.vii
The Chariot
CyberJack Link to Brain Stem provides a standard interface to a suitably advanced mechanical device ...usually a vehicle. Frequently a MilSpec.Vehicle! Such Noomancers known as 'CyberJocks'
A CyberJock can interface with: 'Virtual Reality', 'the CompWeb', 'Virtual Worlds', 'A.I. Space' hence forth the generic "DataSpace". At this T/L requires the mandatory 'CyberModem' the more recent the better! And with new models coming out just slower than the latest progs...

The Realms of Future-Science:
Mundane (Ish) NooMantic Actions and Tasks
still using Minor Arcana (pips 8-10) to aid.
VIII
CyberTech Mk II
Justice
NeuroNet All muscle groups can now be activated via an internal Cyber-Processor controlling a parallel (micro-optical) CNS. Activities range from exercise (whether you want to or not) to martial arts training. This does not provide a real Skill, merely puts the user through the pre-programmed motions. Of limited use unless you connect to an A.I. or Silicon Immortal (u.i.) who can use this network to take over your body. 'Near
Future
Tech.'
IX
Cyber-Tech Mk.III
The Hermit
NatalNanoNet invades the entire brain mapping it through experience. Best implanted as the brain starts to develop (varies between sophonts). Enables personality taping and silicon immortality. Also supports and reinforces the brain tissue; reducing effects of head trauma: concussion,... ; detects: tumours, vaso-constriction, etc. Removing it surgically destroys the brain.
By T/L:IX a NanoNet can perform routine brain maintenance and by T/L:X a NanoNet can 'uninvade' itself ...should anybody want it to.
'Future Tech.'
X
Neuro-Tech
Wheel of Fortune
Neuro-Jack Requires a NanoNet, a NeuroNet and of course the latest NeuroDeck for full effect.
Do not connect directly to DataSpace. (A quick way to fry every nano-fibre connected synapse in the brain.) The critical 'Jack breakthrough is an obedient synthetic personality construct or 'avatar': a data-buddy (interlocutor) who regulates and translates the dataflow to carbon standards. A.I.s and (experienced) S.I.s can handle this task but tend to have agendas of their own... People with NeuroJacks are known as Neuro-Jocks only in Scotland. 'NeuroJills' hate this epithet too.
Neuro-Jacks are associated with other DataServices (u.i.)
'Far Future Tech.'
The Realms of Super-Science: Enhanced Techs (Royalty 11 - 14) Required
XI
Strength
(Nano) Co-Processor Finally the brain is surpassed in processing density. The power of your brain in a pea. Replaces the 'dumb' Cyber-Processor with its smarter offspring. NCP is fully linked to your sensorium and CNS. The brain becomes a backup processor!
Various Silican7 Lifeforms can also live fulfilling existances in a NCP! From your Avatar to a full A.I. (Who might feel a bit cramped!)
Super-Science
XII
The Hanged Man
Cybernetic Communion. Hive Mind: data, thoughts, senses,... shared in a commonality of experience. Team work skills go exponential!
With most people now living and working in DataSpace the real world is left to go Hang.
Then the A.I.s take over and the Cybernetic Communion is born. Think of Cybermen, The Comprise and the Borg all rolled into one! Talk about a mess! Fortunatly this bloke named Butler came along and the rest is ancient history! More (Campaign specific Note)
Trans-S
XIII
Death
Picking up the pieces Noomancy gained its heretical reputation by continuing to progress...
Shrines, Penates, DataCrypts,...The conciousness (or a similacrum) of individuals, colleagues, friends,... can be stored in a small item. Typically jewelery. Unlike the earlier Silicon Immortals who spent most of their AfterLives in compressed DataSpikes; these DataSpaces although physically minute are large enough and complex enough for the S.I.s to exist without the need of A.I. moderated Virtual World. The individual and/or collective minds of the dearly departed are (secretly) preserved in family altars. But occasionally the Dead need to get out and feel again!
Ultra-S
XIV
Temperance
WetWear BioMolecular reprogramming and re-engineering of the brain. A skill in a pill! The last of NeuroTech.
ArchScience
The Realms of Hyper-Science: Esoteric Tech. Major Arcana Only
The following belong to the realms of the Artifactual
Lesser Technological Items: Gadgets and Widgits with bonus esoteric effects as agreed with the D/M can also be lined to lower MaA.
XV
The Devil
Psiber-Link Artificial Psionic Devices that link directly to your thoughts, rather than your brain chemistry. A whole new Technology!

XVI
The Tower
That makes the same mistakes as the last! The Psi-union is not restricted by light speed but remains an Instrumentality and subject to its flaws.

XVII
The Star
Cosmic Conciousness. Technology without Instrumentalities. Conciousness embodied as pure force.
XVIII
The Moon
Temporal Projection Send your conciousness up and down the TimeStream. But no changing rivers.

XIX
The Sun
ParaTemporal Projection. Transfer your being to the best of all possible Realities!
XX
Judgement ParaTemporal Manipulation. Reality Wars!

XXI
The World Metaversal Manipulation changing Reality across the Multiverse. May require a permit!

O
The FOOL
Anything Goes!


Other non-Cybernetic Cyberwear so beloved by the genre: Boosted reflexes (Wands), Sub-Dermal body armour (Cups) and the various weapon systems (various Suits) from laser fingers to retractile carbon-crystal claws are left to the imagination of the Player and the approval of the D/M!
As a guideline, various implants and transplants naturally using 'Near Future' Technnologies rather than 'Far Future' Technologies (i.e. nanotech) can be extrapolated from the list of 'standard' NanoWere Transforms - the result of the C60H'ling Program, Grey Death, NanoPox,...

In most cases, cybernetic (animatronic) replacements for body parts: arms, legs, eyes, ears, etc will largely be an affectation; as, in most cases, the T/L will be capable of limb harvesting, either from recipients of capital punishment or accident victims, and transplant; de novo bio-synthesis of the required organ, nano assisted regeneration,... and, ultimately the stimulation of the affected body part into regrowing!