Paradise City:Cyberware Catalog

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This catalog is comprised of cyberware from GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk, cyberware inspired by other roleplaying games that I freely ripped off, and cyberware that just I made up. When cyberware is from a published GURPS supplement, I give the page reference for the supplement but do not give all of the rules for the ware, so you still have to go out and buy the books to make full use of this list.



No character point costs are listed for this cyberware, as it is assumed that cyberware will cost money but not points. All prices listed include the cost of the operation. Used cyberware must be heavily modified before it can be implanted into a new subject. For this reason, used cyberware will sell for 20% of original cost at most. This assumes that the cyberware is removed by a surgeon in a well-supplied operating theater – cyberware that is hacked out of a corpse on the street is more likely to sell for 5%-10% of the original value.

Price modifiers are multiplicative rather than additive. For example, if a piece of piece of cyberware normally costs $10,000, but receives a 50% price break for being semi-natural and a 20% price break for being unreliable, then the total price is $4,000 (80% of 50% of $10,000) not $3,000 ($10,000 -50% -20%). Ignoring this rule could easily lead to cyberware having a negative price.

Advantage Stacking Rule[edit]

The GM must decide on a case by case basis, but the rule of thumb is as follows. An item of cyberware may improve an advantage that a character already has naturally – for instance, if the PC naturally has Combat Reflexes, then an implant that provides Combat Reflexes will add bonuses to the bonuses the character already has. However, advantages given by cyberware do not stack with other advantages given by cyberware – two items of cyberware that each provide Combat Reflexes will only give one set of Combat Reflexes bonuses.

Disadvantage Stacking Rule[edit]

Things can always get worse. Unless the GM states otherwise, if an item of cyberware inflicts a disadvantage that the subject already has, the disadvantage gets proportionately worse. For instance, if a subject with the Gluttony disadvantage gains an implant that gives them the Gluttony disadvantage, their gluttony should be twice as bad as it was before.

The Weakest Link Rule[edit]

You are only as good as your cheapest component. A lot of cyberwear imposes penalties of some kind. Such cyberwear is very hard to compensate for: if an item of cyberware imposes a penalty, all cyberware that offers a bonus of the same kind does so at half effectiveness. For example, if a subject had a -1 to ST from one item of cyberware, and +4 to ST from other cyberware, the +4 would only count as a +2, and so the total modification to ST would be +1. The GM should follow the spirit of this rule even when no simple +/- modifier is involved – for instance, if an item of cyberware causes a subject to eat six times a day instead of three, then any items of cyberware that reduce the amount that needs to be eaten should function at half effectiveness. Unless the GM states otherwise, disadvantages inflicted by an item of cyberware may not be removed without removing the cybeware. For instance, if a character has the Bad Temper disadvantage because of their Aggression Booster implant, they cannot lose the disadvantage simply by getting a Personality implant – the Aggression Booster would need to be removed.

The Speed Limit[edit]

The human body can only move so fast. Bonuses to Basic Speed over +4 are acquired at half the rate. Thus, to get +4 to Basic Speed you would need bonuses that add up to 4, but to get +5 to speed, you would need bonuses that add up to 6. Additionally, when a subject is attempting a Dodge maneuver, speed bonuses provided by cyberware are cancelled out by the speed bonuses provided by the attacker’s cyberware. For instance, if the defender has a +2 Basic Speed bonus from their cyberware, and the attacker has a +1 Basic Speed bonus from their cyberware, the defender only gets a +1 to Dodge.


Unreliable -10%/-20% to price.

Breakdown Prone -10%/-20% to price.

Rejected -20%/-40% to price.

Appearance: Special – see below.


Semi-natural: -50% to cost.

Unnatural: -80% to cost.

The player should assign an appearance to each piece of unnatural or semi-natural cyberware. Unless the GM rules otherwise, cyberware that does not look natural should be in a prominently visible location (assuming normal clothes) or cause some other easily noticed side-effect. Such side-effects can be physical, such as making the body a strange shape, or behavioral, such as making the subject’s hands shake. All the same, the GM should feel free to allow non-natural cyberware to be non-prominent if doing otherwise defies credibility – there is no plausible explanation as to why someone would have to have a watch implanted in their forehead rather than in their thigh and no plausible explanation as to why doing so should cause the subject to behave in strange ways, so an unobtrusive watch implant should be allowed. Similarly, if someone gets a non-natural sexual implant, there is no reason why should not be able to hide it in their pants. On the other hand, it is easy to come up with plausible side-effects of having one’s nervous system interfered with, so a side-effect should be required for non-natural nerve augmentation – whether it be nervous tics, chattering teeth or a strange walk.

Keep in mind, the more unnatural a character looks, the more monstrous they will be assumed to be by society in general. Cyberware that does not look like a natural part of the body marks someone as a punk, a rebel, an outsider and likely a criminal. Such cyberware makes a public statement and the statement is “I am not human”. There are times when this is useful, such as when trying to intimidate someone or to impress a street ganger. On the other hand, there are times when this is a major hindrance, such as when you want someone to trust you. This effect varies depending on the cyberware in question and the subculture being dealt with. For instance, a visible datajack might actually mark you as a dedicated and capable employee, though you would never land the really good promotions.

For a more complete discussion of the social ramifications of cyberware, see Introduction to Paradise City [1]



(There is never a price break for obvious fashionware, since fashionware is meant to be seen)

Altered Height: $8,000 per inch. Bio-Tech p. 170.

Biosculpting: Var. The PC may change their appearance, as per the rules in Bio-Tech p. 169. Anyone with enough money can be gorgeous (or hideous!). $2,000 to shift appearance down one level. $4,000 to shift appearance up one level. $8,000 to shift appearance 2 levels up or as far down as desired. Double cost if the operation makes the character Very Handsome or Very Beautiful.

Chemskins: $2,000. The character may change their skin to a single pre-determined color or pattern at will.

Cosmetic Crosshairs: $100 per eye. The character has fake crosshairs on one or both of their eyeballs, suggesting that they have a weapon link. They are at -1 to Vision and are at -1 to hit with ranged weapons fired by the hand on the same side as the crosshairs. The crosshairs may give a bonus to intimidation rolls at the GM’s discretion. For an extra $200 per eye, the crosshairs do not obscure vision.

Eros Plus: $5,000. Heightened sensitivity. Bio-Tech p. 171.

Extreme Sexual Dimorphism: $5,000. Bio-Tech p. 170. +1 Sex Appeal and Distinctive Feature (Exagerated Sexual Features).

Eye Light: $100. The character’s eye has been replaced with an impressive colored light. The character gains the One-Eye Disadvantage, but does have an inbuilt torch wherever s/he goes.

Hair Graft: $1,000. Hair in your preferred style grafted wherever you like.

Light Tattoo: $10-$200. Luminous tattoos.

Perfume Glands: $6,000. +2 Sex Appeal, Obscure 1 (Smell). Bio-Tech p. 175.

Shift-Tacts: $1,000. Contact lenses than can change color to match any single predetermined color or design.

Skinwatch: $500. Subdermal timepiece.

Smart Tattoos: $300. They shift in response to stimuli. [Ultra-Tech p. 211]

Techhair: $10-$2,000. Luminous artificial hair.

Wearman: $1,000. This music system plays by causing vibrations in the character’s bones. The sound can only be heard by the character.

Bionic Body[edit]

Full Cyborg Body: $250,000. See GURPS Cyberpunk p.32 or GURPS Robots.

Bionic Hand: $10,000. ST +1, DR 2. Ultra-Tech p. 209. Raising ST by 1 costs $4,000, up to +3 (for a maximum of +4 total). Raising DX by 1 raises the price by $100,000. Each additional +1 to DX increases the cost by 50%. For five times the price, the character may have a hand with Micromanipulators (UT 2, p. 96). For $10,000, the hand has the Sensitive Touch Advantage. Dropping ST drops the price by 10% per point, to a minimum of ST 7. Dropping DX halves the price for every point by which DX is lowered. A Gripper Hand (UT 2, p. 96) drops price by 90%.

Bionic Arm: $20,000. ST +2, DR 2. Ultra-Tech p. 209. The arm includes a bionic hand. Raising ST by 1 costs $4,000 a point, up to +4 (for a maximum of +6 total). Raising DX by 1 raises the price to $240,000. Each additional +1 to DX doubles the price. For 2.5 times the price, the character may have an arm with Micromanipulators (Ultra-Tech 2, p. 96). For $15,000, the arm has the Sensitive Touch Advantage (or $10,000 if only the hands are sensitive). A Tentacle Arm (UT 2, p.96) doubles the cost of the arm. A Telescoping Arm (UT 2, p. 96) is $25,000 for each extra hex of reach (or $10,000 if a Tentacle Arm). Dropping ST below 14 drops the price by 10% per point, to a minimum of ST 7. Dropping DX halves the price for each point by which DX is lowered. A Gripper Hand (UT 2, p.96) drops price by 80%. A Striker Arm (UT 2, p, 96) drops price by 90%. A Striker arm is not capable of mounting any kind of hand.

Bionic Leg: $20,000. Ultra-Tech p. 209. ST +2, DR 3. With 2 legs, gain Basic Move +1, Super Jump 1. Raising ST by 1 costs $4,000 a point, up to +4. Raising DX by 1 raises the price to $240,000. Each additional +1 to DX doubles the price.

Cyberlimb Armor: $10,000 per point of DR given to a limb. Each 3 full points of DR give 1 PD, to a maximum of 6 PD. A character with a Full Cyborg Body may also armor their head, or, at twice the cost, their torso.

Hand Replacement: $150. The character’s hand (and possibly much of the forearm) has been replaced with an artifact of some kind, usually a weapon. The character gains the One Hand disadvantage and other inconveniences appropriate to whatever they have sticking out of the end of their arm. This “cyberware” must appear unnatural and there is no price break for doing so. The $150 only pays for the artifact to be implanted – the artifact itself must be paid for separately.

Hidden Compartments: $1,000. 2 lbs. See Cyb, p. 32.

Limb Replacement Transplants: Varies. “Non-human” limbs available. See Bio-Tech p. 175.



Brass Knuckles: $150 per hand. +1 punching damage.

Chem-Coater: $10,000. Each chem-coater can coat one retractable weapon with a dose of a chosen drug. The coater can store up to five doses, and each time the weapon introduces the drug into someone’s system, that dose is considered to be used up. For $15,000 total, the coater allows the character to choose whether to coat their weapon or not each time it is extended. I stole the chem-coater from someone’s website – I forget who.

Claws: See Cyb, p.32. $2,000 per limb for short claws. $4,000 per limb for long claws. Hardened plastic adds 50% to the cost. If the claws are being implanted into a bionic limb, halve the cost. Add $1,000 to cost for Super-Alloy claws (UT2, p. 103).

Cranial Implants: [See UT2, p. 105] Deadeye: $8,000. Eyebite: $10,000. Headbanger: $12,000.

Cyberfangs: $1,000 or $3,000 if retractable. See UT2, p.100. May have a Poison Reservoir.

Elbow Brace: $5,000. +1 Judo, +1 Wrestling, +1 Lifting Strength, -1 Acrobatics, -1 Climbing, -1 Escape, +1 Punching damage, +2 elbow strike damage. May take one in each elbow for cumulative effect.

Fastdraw Arm-Holster: $10,000. A weapon of less than 2 lbs is stored in the arm and launched into the hand at will, at +2 to Fastdraw.

Finger Implants: [See UT2, p.103]. (Bomb: $2,000. Rocket: $2,000. Scalpel: $1,600. Scissors: $500. Sprayer: $500. Combat Wire: $200. Zapper: $1,000.)

Forearm Razorchain: $3,000. A two foot retractable chain that is lined with razors is stored in the forearm. It is unbalanced, is wielded with the Flail skill, and does Swing/Cut damage. On any critical failure, the chain strikes the user at a random location. To retract the chain, the user must remain perfectly still for a second. If they retract the chain without doing so, they must roll vs Flail-4 or take 1d-1 damage to their hand, minimum of 1 point. If the chain becomes entangled or stuck in something, the character may be in big trouble. If the chain cannot be retracted, the cost is only $120, but the weapon is extremely inconvenient. Quarter all costs if the arm is bionic. For $25 extra, the razorchain has hooks along the sides. Any turn after the chain has hit and done damage, the wielder must roll successfully vs. ST to remove it. Each tug does 1d-3 cutting damage, minimum of 1. On any normal miss in a crowded or furnished environment, roll vs. Flail skill or the hooked razorchain has become attached to something it shouldn't.

Forearm Smallsword: $2,000. A retractable smallsword is stored in the forearm. The weapon uses the Smallsword skill at a -2 penalty to all attacks and parries. The subject cannot hold anything in the relevant hand while the sword is extended. The extension mechanism is not strong enough to actually unsheathe the weapon into someone. If it meets resistance before it is fully extended, it will retract again. Of course, once it has successfully extended, it locks into place and the owner may stab away. If the sword cannot be retracted, the cost is only $80 but the weapon is extremely inconvenient. Quarter all costs if the arm is bionic.

Hammer Hand: $5,000. The shoulder and elbow are rigged to throw particularly hard and fast punches and the hand and fingers are reinforced. The wrist and hand gain DR 4. Thrusting attacks made with the Hammer Hand inflict +3 damage and are defended against at -1. The hand is at +3 to resist wrist and finger locks. However, the hand has the Ham-Fisted disadvantage at the 5 point level. Hammer Hand includes the Brass Knuckles implant.

Heel Spikes: $4,000 per heel. UT2, p. 104. May also be placed in knees or elbows.

Hydraulic Rams: $3,000 per limb. Any limb with Hydraulic rams does +1 damage in hand-to-hand combat – the effect is not cumulative for weapons wielded 2-handed. If both legs have Hydraulic rams, add 1 yard to Move and jumping distance.

Joy Buzzer: $8,500 for Zap, $12,000 for Neurolash. See UT2, p. 104. Reduce base cost by $6,000 if implanted in a bionic hand.

Knee Brace: $5,000. +1 Judo, +1 Running, +1 Wrestling, +1 Lifting Strength, -1 Acrobatics, -1 Climbing, -1 Escape, -1 Stealth, +1 kicking damage, +2 knee strike damage. May take one in each knee for cumulative effect.

Lockjaw: $4,000. Double ST for the purposes of calculating biting damage.

Poison Reservoir: $1,000. See Cyb, p. 33. Halve cost if the reservoir is implanted in a bionic limb.

Ripsnake: $35,000. [Ultra-Tech p. 214]

Shin Plates: $750 per leg. Metal plates cover the shins. DR 4 from the knee down, including knee and feet. +2 damage if for kicks and knee-strikes, reduced to +1 if another weapon is mounted on the knee. Basic Move is at -1 but is not reduced further for having plates on both legs.

Spines: $5,000 or $15,000. Gives the Spines advantage at the 1 or 3 point levels. The spines are assumed to be retractable. Non-retractable spines cost only $500 and $1,500 respectively – this price includes the price-break for being unnatural.

Stinger: $1000. [Ultra-Tech p. 211]

Tentacle Transplant. $50,000. Replace your arm with a tentacle, gaining the Extra-Flexible advantage. Bio-Tech p. 178.

Weapon Implant: $8,000 per lb + weapon cost. See Cyb p. 33.

Weapon Mount: $1,000 per lb + weapon cost. [Ultra-Tech p. 212]

Xeno-Striker Grafts. The subject has an animal’s natural weaponry implanted. Claws, teeth, horns and stranger things are all included. Bio-Tech p. 178.



1. Partial. Any full-body armor can be bought at reduced cost if it offers only partial coverage. At 50% of normal cost, “partial” armor will cover only the torso, skull, arms, legs, vitals, and groin. At 25% of normal cost, “torso” armor will protect only the torso, vitals and groin.

2. Heavy. Armor may be classed as “heavy” at no additional cost. If so, increase its DR by 50% but reduce the character’s Speed by 1. Additional pieces of heavy armor do not reduce Speed further.

3. Thick. Armor may be classed as “thick” at no additional cost. If so, increase its DR by 50% but reduce the character’s DX by 1. Additional pieces of thick armor do not reduce DX further.

4. Thin. Armor may be classed as “thin” to reduce its cost. At 75% of cost, thin armor will provide 90% of normal DR. At 50% of cost, thin armor will provide 75% of normal DR. Armor may not be both thick and thin.

Boneplates: $10,000. ST +1. DX -1. 5 Extra Hit Points. DR 3 against swing damage. DR 3 against crushing damage. Punching, kicking, elbow strike and knee strike damage inflicted by the character is at +2.

Cardiac Jacket: $5,000. Eliminates damage multipliers for attacks to the heart.

Crystalweave. $10,000. DR 12. Due to crystalweave’s tendency to shatter, crushing and all kinds of piercing damage that penetrates DR are treated as cutting. Large piercing attacks still retain their damage modifier for size, but small piercing attacks lose their damage modifier for size. Limitation: Tough Skin.

Dermal Plates: $125,000. DR 7. Dermal Plates do not get the usual price breaks for looking unnatural. Instead, for $85,000, they will look real but feel unnatural, for $42,000, they will neither look nor feel real, and for $28,000, they will neither look nor feel real and will weigh 3 x ST lbs. For 30% extra, the armor is laminate.

Dragonskin: $10,000. DR 10 vs Burning damage, DR 1 against cutting damage, and 20 points worth of Radiation Tolerance. Limitation: Tough Skin.

Grizzlyfat Therapy: $4,000. DR 2 and the Very Fat disadvantage. Limitation: Tough Skin.

Laser Reflective Exterior: $24,000 per level. Laser Reflective Exterior does not get the usual price break for looking unnatural. Instead, unnatural looking Laser Reflective Exterior costs $20,000 per level. Limitation: Tough Skin.

Leatherskin: $5,000. DR 2. The subject loses all feeling in their skin. They will still feel damage that breaks or bypasses the skin. The subject is at -1 to tasks requiring manual dexterity (any task that the Manual Dexterity advantage would apply to). Limitation: Tough Skin.

Skin Sheath: $90,000. DR 5. Skin Sheath does not get the usual price break for looking unnatural. Instead, for $60,000, it looks real but feels unnatural, for $30,000 it both looks and feels unnatural, and for $20,000 it looks and feels unnatural and weighs 2 x ST lbs. For 30% extra, the armor is laminate. Limitation: Tough Skin.

Skintemper: $54,000. DR 3. Skintemper does not get the usual price break for looking unnatural. Instead, for $36,000, it looks real but feels unnatural, for $18,000, it looks and feels unreal, and for $12,000, it looks and feels unnatural and weighs ST lbs. For 30% extra, the armor is laminate. Limitation: Tough Skin.

Skinweave: $60,000. DR 1. Negates the damage modifier for Cutting and Impaling attacks. Reduces the size modifier of Piercing damage by one step (so pi++ would be pi+ for instance). AP ammunition negates Skinweave. Limitation: Tough Skin.

Subdermal Plates: $100,000. [Ultra-Tech p. 211 as Subdermal Armor]. DR 8 vs piercing and cutting, DR 4 otherwise, Tough Skin Limitation.

Throat Sleeve: $5,000. Against attacks to the neck, DR 2 and the elimination of damage multipliers. Does not affects attacks to the neck from behind.


250px-Closeup of an blue-green human eye.jpg


Bionic Eye (Single): $15,000. Ultra-Tech p. 209. Nictating Membrance 2, Night Vision 2, Telescopic Vision 1. Halve cost for each of the following disadvantages possessed by the eye: Color Blind, Low-Res (25 point Bad Sight), No Depth Perception. Eye abilities may be turned on and off at will. Many people purchase only one cybernetic eye, but a character who can see something with only one eye has the One Eye disadvantage relative to it. All prices for eye modifications assume that the character has a bionic eye, although they can be purchased for an organic eye at twice the cost. All prices are for one eye only.

Acute Vision [CYB p.35] (+1 $2,000. +2 $4,000. +3 $10,000. +4 $20,000. +5 $40,000.)

Argus Sensor: $95,000. [UT2 p.99]

Bug Detector: $20,000. [CYB p.98]

Depth Gauge: $200

Dual Targeting System: $50,000 for both eyes. Requires two bionic eyes. Gives the Enhanced Tracking advantage. For an extra $100,000, the system comes with a Diencephalon Bridge, giving the Multiple Lock-Ons enhancement [Powers, P.49]

Eyesnake: $45,000. [UT2 p.106]

Hypervision: $20,000. [UT2 p.99]

GPS: $2,000. Gives Absolute Direction (3D Spatial Sense). Limitation: Requires Signal.

Implant Video Comm: $1,000. Implanted communicator is spliced into the optic nerve. [Ultra-Tech, p. 211]

Independent Focus: $20,000. [UT2, p.98]

Inertial Compass: $5,000. Gives Absolute Direction (3D Spatial Sense).

Internal Compass: $1,000. Gives Absolute Direction (5 pts).

Internal Clock: $1,000. Gives Absolute Timing.

Light Intensification $7,000. [CYB p.35] The cost is only $3,000 if the eye has a “slow iris”, which will result in any roll against being stunned or blinded by light being made at -4. Polarization in ineffective for an eye with a slow iris.

Microvideo: $5,000. The eye functions as a video camera, 20 minutes of film.

Microscopic Vision: $10,000 per level. [UT 2, p.98] With Low Res Eyes (Nearsighted), cost is only $2,500 per level]

Optic Readout: $5,000. [UT2, p.99]

Optic Remote: $500. [UT2, p.99]

Peripheral Lenses: $30,000. Gives the Peripheral Vision advantage. If this is taken only in one eye, the peripheral vision will only work on one side.

Polarization: $2,000. [CYB p.35]

Radar: $100,000. [CYB p.37]

Retinaprint: $50,000. [UT2 p.99]

Seismic Detector: $20,000. Motion detection, including footfalls.

Telescopic Vision: $15,000. [UT2, p.99] Only $5,000 with the Low Res Eyes (Farsighted) modification.

Thermagraphic Vision: $10,000. Gives the Infravision advantage. [CYB p.36]

Ultraviolet Vision: $20,000. [UT2, p.99]

Video Reception: $25,000. [UT2, p.109]


Bionic Ear (Single): $2,000. The ear costs only $1,000 if it possesses the Hard of Hearing disadvantage. Ear abilities may be turned on and off at will. Many people buy only one bionic ear, but an individual who is hearing differently in one ear will be at -4 on any roll to determine the direction from which a sound comes. All mods below require at least one bionic ear, but may be installed just as cheaply in two). Bionic ears come with adjustable volume as standard.

Acute Hearing: $15,000 per level. [CYB p.36] Price is halved if the ear is “sensitive”, in which case each level of acute hearing will result in a -1 penalty on any roll not to be stunned or deafened by a loud noise. Gyrobalance: $8,000. Gives Perfect Balance. [Ultra-Tech p. 211] Requires two bionic ears.

Nightingale $5,000. When sleeping, an unusually loud noise is noticed on a Hearing roll, just as when awake. Subject will be immediately awake and aware. Nightingale may be turned off at will.

Parabolic Hearing: $5,000 per level. [CYB p.36]

Radio Reception: $1,000. [Ultra-Tech p. 211 as Implant Radio]

Radio Descrambler: $20,000. [CYB p. 37]. A radio descrambler requires radio reception and a scrambler.

Sound Editor: $10,000. +2 to Hearing rolls when listening for a specific sound. +4 to Hearing rolls for the purposes of reducing penalties incurred because of other noises. For instance, if a PC would normally be at -5 to notice someone calling to them in the midst of a loud concert, they would be at only -1 with Sound Editor, or at +1 if they were listening for that person’s voice.

Subsonics: $10,000. [CY p.37] A subsonic broadcaster is $20,000, ]

Ultrasonics: $10,000. [CYB p.37] An ultrasonic broadcaster is $20,000.

Volume Cutout: $10,000. [CYB p.37]

Other Senses[edit]

Braintap: $10,000. Allows experiences to be recorded. For $20,000, the Braintap is Wireless. [Ultra-Tech p. 215]

Cybernose: $20,000. See UT2, p. 106.

Cybertongue: $30,000. Gives the Discriminatory Taste advantage.

Red Alert: $1,000 per level up to 5 levels. The subject’s cortex is crudely rewired to increase the attention paid to input. Every level gives +1 to Perception rolls. However, the first level also gives Low Pain Threshold and each two levels possessed gives -1 Will. Any level is likely to make the subject jittery, while subjects with 4 or 5 levels frequently develop Paranoia.

Nerve Boosters: $10,000. Gives Sensitive Touch for both hands, +1 Perception, Low Pain Threshold.

New Sensory Input: Var. [CYB p.37]

Sensie Transceiver Jack: $1,200. A two-way Braintap. For $20,000, the system is wireless. [Ultra-Tech p. 217]

Tactpads: $10,000. [UT2 p97. Gives the Sensitive Touch advantage. Only possible on hands]


For cyberwear that alters the subject’s voice, additional price breaks are available if the subject no longer sounds normal. At 50% of cost, the artificial nature of the subject’s voice will only be noticed by those who concentrate on the sound of the voice, or who spend significant time with the subject. At 20% of cost, the artificial nature of the character’s voice is obvious.

Audiovox: $25,000. Audiosynthesiser for musicians and those who like to make strange noises. For $35,000, it has Pattern Recognition and can allow the user to mimic recorded voices and sounds.

Broadcast: $15,000. [CYB p.37]. Requires radio reception.

Cellular Link: $500. [CYB p.37]

Dataplay Socket: $800. [UT2 p.106]

Remote Datalink: $150,000. [CYB p.37]. The Remote Datalink requires a transmitter, which is $5,000 and 1 lb, and has a range of 100 meters or a 1/4 mile for a marquee interface.

Speakers: $5,000. [CYB p.38]

Subsonic Vocal Range: $6,000. This is a limited whistler implant, as described in GURPS Cyberpunk.

Subvocal Mike: $500. Only a radio will pick up your soft aspirations.

Ultrasonic Vocal Range: $7,000. This is a limited whistler implant, as described in GURPS Cyberpunk.

Whistler Implant: $10,000. [UT2 p.107]


Accelerated Reflexes: $150,000. Extra Attack 1. [Ultra-Tech p. 212]

Adjustable Heart: $10,000 / $20,000. [UT2 p.105]

Adrenal Boosters: $75,000. Adrenal Boosters may be turned on and off at will. While they are on, they give Combat Reflexes and +1 Basic Speed, but drain the user of one Fatigue Point per turn.

Adrenal Stimulator: $10,000. +1 Basic Speed, -1 HT.

Bonecores: $10,000. +1 Basic Speed. -2 Hit Points.

Bonehives: $20,000. +1 Basic Speed. Gives the Fragile Disadvantage.

Cardiac Override: $30,000. [Bio-Tech p. 174 as Bio-Booster]. Basic Speed +1 and Strength +3. Imposes Cardiac Stress and costs Fatigue 1 FP.

Cyberflex, Combination Attack: $20,000 or $30,000. Allows the subject to perform a martial arts combination consisting of two or three attacks, even if martial arts combinations are not otherwise allowed in the campaign. The user must already know any techniques involved, and must preset a particular hit location for each strike. It takes one hour to alter the hit location settings. Halve price and point cost if the combination requires a one second Wait technique prior to use.

Cyberflex, Fast Draw: $2,500 / $5,000 / $10,000 for +1 / +2 / +3 to a Fast Draw skill. The system - must be reset for each model of weapon. May be taken multiple times to allow for a choice of weapons.

Cyberflex, Run: $2,000 / $5,000 / $10,000 for +2 / +4 / +6 to the Running skill.

Disinhibiter: $15,000. +1 Basic Speed. -2 Will.

Fast-Twitch Muscle Therapy: $20,000. +1 Basic Speed. -1 ST.

Metabolic Accelerator: $30,000. +1 Basic Speed, +1 ST, the user must eat three times as frequently as a normal person.

Metabolic Distortion: $20,000. +1 Basic Speed effecting Move and Dodge. Extra Sleep x 4 (Sleeps 12 hours a day).

Nerve Accelerator: $15,000. +1 Basic Speed, +1 ST, Halve Fatigue.

Nervetaps: $8,000. Nervetaps intercept and convey messages sent from the brain to the muscles, resulting in faster, but less coordinated action. +1 Basic Speed, -1 DX.

Neuron Accelerator: $10,000. +1 Basic Speed, Impulsiveness.

Reflex Boosters: $20,000. Basic Speed +2, Costs Fatigue 2 FP. [Ultra-Tech p. 210 as Boosted Reflexes]

Schwartzwald Augmentation: $500,000. Altered Time Rate.

Speedware: $12,500 per level, up to 16 levels. +0.25 Basic Speed.

Stimulant Feed: $9,000. +1 Basic Speed, , Insomniac (15), Light Sleeper.

More Agile[edit]

Ankle Suspension: $15,000 for both. Acrobatics +1, Jumping +1, Running +1, Stealth +2. Ankle suspension in one ankle will do nothing.

Articulated Sockets: $25,000. +3 to Acrobatics, +1 to Climbing, +1 to Escape.

Corpus Collosum Stripping: $10,000. Requires Ambidexterity. Allows the subject to learn the Dual-Weapon Attack Technique (MA p.83).

Cortex Reweaving: $100,000. +1 DX.

Cyberflex, Autobalance: $15,000. Any time the conscious user would lose their footing, on a successful DX roll, they regain it. Any penalties to the original roll not to fall are applied to the autobalance roll.

Cyberflex, Jump: $2,500 / $5,000 / $10,000. Jumping at +2 / +4 / +6.

Elasticized Cartilage: $25,000. Requires Modular Joints or natural 5 point Flexability. Gives Flexibility (Double Jointed), +1 Judo, +1 Jumping, +1 Running, +1 Wrestling, +1 to resist all Lock Techniques.

Elbow Suspension: $10,000 for both. Climbing +1, hand to hand attacks made by the character are at +1 to hit but do -1 damage. Elbow suspension in one elbow will not aid climbing, but will still effect attacks made with that arm.

Hydraulic Cushioning System: $20,000. Gives Catfall.

Hemispheric Symetrification: $25,000. Gives Ambidexterity.

Hip Suspension: $10,000 for both. Acrobatics +1, Jumping +1, Running +1, kicking attacks are at +1 to hit. Hip suspension in one hip will not effect acrobatics, jumping or running, but will still give a bonus to kicking attacks made with that leg.

Knee Suspension: $20,000 for both. 2 levels of Lifting Strength. Acrobatics +1, Jumping +1, Running +1, Stealth +1, Knee Strike technique +1. Knee suspension in one knee will do nothing but aid knee strikes made with that knee.

Modular Joints: $20,000. Gives Flexibility (5 pts).

Neural Verifier: $20,000. Gives +1 DX, -1 Basic Speed, . Hand-to-hand attacks, and all blocks and parries are at -2.

Shoulder Suspension: $15,000 for both. 2 levels of Lifting Strength. Climbing +1, Fall technique +2, swing attacks using the arms +1. Shoulder suspension in one shoulder will do nothing except give a bonus for swing attacks made with that arm.

Spine Suspension: $10,000. DR 1 against swing attacks to the head. DR 1 against crushing attacks to the head. -1 damage per die in a fall or crash, up to -10 damage. +2 to resist being stunned by a blow to the head.

Targeting Computer: $125,000. Requires Weapon Link. Gives the Gunslinger advantage.

Wired Reflexes: $30,000. The subject gains Combat Reflexes. The bonuses are cumulative with natural Combat Reflexes.

Wrist Suspension: $20,000 for both. +1 Climbing, +1 Fast-Draw, +1 Fencing, +1 Pickpocket, +1 Sleight of Hand, +3 to resist the Wrist Lock technique.


Accelerated Metabolism: $5,000. Gives ST +1, Gluttony.

Aggression Booster: $5,000. Gives ST +2, High Pain Threshold, Bad Temper.

Endocrine Triggers. $5,000 per level up to five levels. Endocrine triggers may be turned on or off at will. While they are on, the subject gains +1 ST per level. However, while the endocrine triggers are on, the subject loses 1 FP per turn.

Growth Treatment: $10,000. Gives +4 ST, Gigantism.

Higher-Brain Override: $5,000. +2 ST, -1 IQ, +2 Hit Points, High Pain Threshold.

Hyper-Generative Muscle Treatment: $2,000. +4 ST, -1 DX.

Load-Bearing Frame: $10,000. 4 levels of Lifting Strength, +1 Judo, +1 Wrestling.

Muscle Bonds: $15,000. +1 ST, Gives 3 Extra Hit Points.

Muscle Grafts: $7,000 per +1 to ST, up to +6.

Slow-Twitch Muscle Therapy: $10,000. +4 to ST. -1 to Basic Speed, .

Streamlined Digestion: $5,000. Gives +1 ST, +1 HT, Delicate Metabolism (-20 point version).


Audiovault System: $75,000. Gives the Discriminatory Hearing advantage.

Babelcard: $20,000. Gives the Language Talent advantage. Actions performed by limbs on the dominant side (e.g. such as when a right-handed person fires a gun with their right hand) are at -1 to skill. Actions performed by limbs on your other side are at only -2 instead of the usual -4. There is no penalty for actions that involve the use of both sides of the body together, such as climbing, judo, or running. The Weakest Link rule does not apply to these penalties.

Brainstorm: $5,000. Gives 10 cp in IQ, 20 points of Chronic Pain (Migraines).

Cerebellum Fetch-Execute Cache: $225,000. Gives the Enhanced Time Sense advantage.

Cerebral Triage: $1,000 for each cp of IQ. Reallocates brain resources - gain IQ by sacrificing sensory input. For every 2 cp of sensory disadvantages inflicted, gain 1 cp in IQ.

Computer Implant: $15,000. [Ultra-Tech p. 215]

Crystal Drive: $300,000. +1 IQ. Requires Neural Drive.

Cortex Golem: $10,000. 10 cp in IQ and a Mild Neurological Disorder.

Cortex Vault: $10,000. UT2 p.112.

Cortex Web: $50,000. Requires Synthetic Hippocampus. Gives Eidetic Memory (Photographic Memory).

Cybercypher: $25,000. Gives Lightning Calculator (the 2 point version). Full Neural Processor: $100,000. Gives Intuitive Mathematician (5 points Lightning Calculator). Requires Cybercypher. Gamma-Aminobutyric Acidbath: $20,000. The brain is kept well-supplied with the neurotransmitters it needs to focus attention. The subject gains the Single-Minded advantage and the Absent-Mindedness disadvantage.

Memory Cache: $50,000. Effective time spent in study for any one subject is multiplied by 10 for up to 2 points of gain. When the subject is changed, the cache is cleared and effective study time spent is divided by 10 (that is, the character loses the extra points, retaining only those they would normally have gained through study).

Neural Co-Processor: $50,000. Gives Mathematical Ability.

Neural Drive: $150,000. Gives IQ +1.

Neural Superconductors: $20,000. Gives 10 cp in IQ, Epilepsy.

Psychophasic Link: $25,000. Gives 4 points in the Autohypnosis skill, even if the skill is otherwise unavailable in the campaign.

Soft Cortex: $15,000. Gives Eidetic Memory (Photographic Memory), Insomniac (10 pts), Nightmares, Post-Combat Shakes.

Stimulus Editor: $40,000. Gives 10 cp in IQ, Absent-Minded, Low Pain Threshold.

Support Priority, Brain: $60,000. Gives 10 cp in IQ, Susceptibility to Poison, Very Unfit.

Sylvian Fissure Knit: $100,000. Gives Language Talent.

Synthetic Hippocampus: $25,000. Gives Eidetic Memory (5 pts).

Vascular Streamlining: $20,000. Gives 10 cp in IQ, Hemophilia.


Adrenal Dams: $5,000 per level. Gives 1 Extra Fatigue per level up to five levels.

Biological Operating System: $20,000. Alcohol Tolerance 1, Deep Sleeper 1, Metabolism Control 1, No Hangover 1. [Ultra-Tech p. 217]

Bionic Heart: $15,000. HT +1, FP +1, Hard to Kill +1. Bio-Tech p. 174 as Boosted Heart.

Bionic Lungs: $30,000. Gives the Fit advantage. With Streamlined Heart, gives the Very Fit advantage. The lungs are at half cost if they are “indiscriminate”, in which case the subject is at -4 to resist drugs or poisons in the air.

Biorepair Nanites: $200,000. Gives the 10 point Regeneration advantage.

Biotriage System: $20,000. Prioritizes bodily resources for passive survival. Gives -1 ST, +1 HT.

Bronchial Streamlining: $15,000. Breath-Holding 1, FP +2. Bio-Tech p. 174 as Hyper-Lung.

Coagulant Glands: $25,000. Gives Rapid Healing.

Gene Hardening: $40,000. +1 HT, +3 Fatigue, 20 points worth or Radiation Tolerance.

Genesurgeon Nanites: $1,000,000. Gives Longevity. This ware is not available as in semi-natural versions. Unnatural versions always make the subject look monstrously hideous.

Hyper-Coagulant Glands: $75,000. Gives Very Rapid Healing.

Liver Upgrade: $12,000. Alcohol Tolerance 1, Resistant to Ingested Poison (+8). [Bio-Tech p. 175].

Nutritional Editor: $30,000. +1 HT, 1 Extra Hit Point.

Streamlined Heart: $10,000. Gives the Fit advantage. With Bionic Lungs, gives the Very Fit advantage.

Support Priority, Body: $30,000. Gives +2 ST, +1 HT, +2 Hit Points, Very Fit, Prefrontal Lobotomy.

Synthetic Antibodies: $20,000. +1 HT, +2 to resist drugs and poisons, immune to normal infections.

Tough in Body[edit]

Acceleration Hardening: $25,000. Gives Acceleration Tolerance.

Adrenaline Triggers: $5,000 per level up to 5 levels. Each level gives 1 level of Hard to Subdue.

Antitoxin Glands: $10,000. The subject gains the Resistant to Poison advantage. For an extra $20,000, the glands come with a drug analyzer, which renders the subject immune to normal poisons. The glands are half price if they are “indiscriminate”, in which case the subject is immune to alcohol and anesthetic.

Artery Dams: $20,000. Gives two levels of Hard to Kill.

Backup Heart: $30,000. Gives three levels of Hard to Kill, +5 Fatigue.

Bionic Liver: $20,000. Gives Cyberliver, UT2 p.101.

Bone Splints: $10,000. Gives 2 Extra Hit Points, DR 1 to the arms and legs (Limitation: Tough Skin), -1 point of damage per die in falls and crashes (maximum -5).

Cardiohammer: $10,000. Activating the cardiohammer allows the possessor to spend two Fatigue to gain one Hit Point. No Fatigue may be regained until cardiohammer is deactivated again. Upon deactivating the cardiohammer, the possessor suffers damage equal to twice the number of Hit Points gained, and then their Hit Point maximum returns to normal. Falling unconscious automatically deactivates the cardiohammer.

Grey Platelet Infection: $35,000. Gives Extra Hit Points equal to half the subject’s HT, rounded up.

Jaskowski Nanosurgeons: $60,000. Gives Extra Hit Points equal to subject’s body ST.

Joint Locks: $10,000. +2 to Lifting Strength, +1 to Judo, +3 to Wrestling, and +3 to resist the Arm Lock, Wrist Lock, Finger Lock and Neck Snap techniques.

Joint Pins: $6,000. Gives 1 Extra Hit Point, +1 to Judo and Wrestling.

Lung Filters: $3,500. Gives Filter Implant [Ultra-Tech p. 210].

Muscle and Bone Lace: $50,000. ST +1, Halve Crushing damage that bypasses DR. Halve Swing damage that bypasses DR. Swing/crush damage is thus quartered.

Nasal Filters: $6,000. These function as Lung Filters but must remain open for ten minutes after each hour’s use.

Organ Web: $20,000. Gives 5 Extra Hit Points. DR 1 (Limitation: Tough Skin) to chest area.

Reinforced Skeleton. $150,000. HP +5, DR 20 for the skull, DR 10 vs Crushing damage. Tough Skin. [Ultra-Tech p. 214]

Siege Virus: $15,000. Gives one level of Damage Resistance (Limitation: Tough Skin).

Sinew Bonding: $9,000. Gives +2 ST, -1 DX, +2 DR, +4 Hit Points.

Spinal Brace: $7,000. -1 damage per die in falls or crashes, DR1 against swing or crushing attacks to the torso, neck or skull. Subject resists the Neck Snap technique at +4. For an extra $3,000, you also get Rib Brace: An extra DR 1 against swing or crush attacks to the torso.

Steelbone Implants: $40,000. Gives the Hypertough Skeleton advantage. Basic Speed -1.

Stim Glands: $20,000. Gives Recovery advantage.

Testicle Tuck: $4,000. Eliminates the vulnerability of the groin area. Only $1,000 if it also makes the subject sterile. Bio-Tech p. 172.

Tri-Chambered Heart: $30,000. +2 to resist drugs and poisons. Gives Extra Hit Points equal to HT/2.

Tough in Mind[edit]

Adrenal Cutouts: $5,000 per level. Each level gives +1 vs. fright checks as per Fearlessness.

Chemical Courage: $500 per level. 1st level gives High Pain-Threshold. Each level gives +2 Strong Will and -1 IQ.

Fear Block: $5,000. Gives +4 Strong Will, Overconfidence.

Pain Editor: $15,000. Gives the High Pain-Threshold advantage. For half price, the pain editor is “cheap” and will prevent the subject from feeling pain at all.

Painkiller: $5,000. Subject gains the High Pain Threshold advantage but loses all sense of touch. They are no longer capable of feeling pain – or anything else. Sedative Glands: $5,000. Gives High Pain Threshold, +1 Hit Point, Fearlessness 2, Perception -2.

Life Support[edit]


Airtight Seal: $50,000 or $125,000. [CYB p.33]

Auto-Injector: $10,000. 5 drug doses may be stored in an IV implanted in the forearm, and a dose may be released at will. The PC may load different drugs into the same injector, but cannot change the order in which they will be administered. For $25,000 total, this is a Smart Injector that will allow the PC to select which dose is released into their system.

Biomonitor: $1,000. [UT, p.218]

Bionic Kidneys: $10,000. Gives the Reduced Life Support Advantage - Requires half as much water.

Coolant System: $5,000 per level. Gives the Temperature Tolerance advantage for heat.

Digital Webbing: $5,000. Gives the Amphibious Advantage.

Drug Booster: $1,000. Drugs have twice the normal duration. Subject is at -3 to resist drugs and gasses.

Fujimura Genehack: $50,000. Gives 5 levels of the Metabolism Control advantage and the Cold Blooded and Insomniac (10) disadvantages.

Gills: $20,000. [Ultra-Tech p. 213 as Gill Implant]

Internal Oxygen Supply: $7,000 per hr. [CYB p.35]

Intestinal Recycler: $15,000. Reduced Consumption 2. [Ultra-Tech, p.213]. Cost is halved if the recycler is “indiscriminate”, in which case the subject is at -4 on rolls to resist ingested drugs or poisons.

Neurostimulant Feed: $15,000 per level 3 per level. Gives the Less Sleep advantage - 1 hour per level.

Toritomi Genehack: $25,000 per level up to four levels. Each level gives a level of the Metabolism Control advantage.

Vascular Heater: $5,000. Gives the Temperature Tolerance advantage for cold.

Covert Operations[edit]

Audio Dampning: $15,000 per level. [UT2, p.107]

Elastic Face: $100,000 [UT2, p.106]

Extra Joints: $3,000 per limb. [UT2, p.100] Gives a +1 to Escape per limb, among other uses.

Finger Implants: [UT2, p.103]. (Burglar $3,000. Heater $3,000. Chiller $3,000. Flasher $3,000: Scalpel: $1,600 Scissors: $500. Sprayer: $500)

Fingerprint Removal: $1,000. Bio-Tech p. 171.

Flesh Holster: (Limb up to 3 lb: $800 per lb, torso: $500 per lb, head up to 4 oz: $500 per oz).

Hollow Leg: $2,000. The subject can fit up to 9 lbs secretly in their leg, but only at the cost of reorganizing its natural contents in a less than perfect fashion. Move and Dodge are reduced by 1 and the character suffers a -1 on all skills that involve walking or running, including hand-to-hand combat skills. If the character has more than 4 lbs stored in the leg, assume that leg to be Lame instead.

Memory Flesh: $30,000. Allows you to shift between 2 sets of facial and bodily features. [Ultra-Tech p. 211]

Ridged Palms: $4,000 for a +1 to Climbing. Same cost and bonuses for feet. $8,000 for +2. $16,000 for +3. $32,000 for +4. $48,000 for +5.

Slickskin: $20,000. Gain Slippery 3. [Ultra-Tech p. 214]

Variskin: $20,000. [Ultra-Tech p. 213]

Sexual Implants[edit]

Contraceptive Implant: $1,000. Good for 5 years.

Pheromone Glands: $15,000. Gives +3 to Sex Appeal.

Sexual Implant: $3,000. Guess.

Chip Slots and Chips[edit]

Chip Slots[edit]

First: $5,000. Second: $10,000. Third: $20,000. Fourth: $40,000. And so on - each chip slot costs twice what the last chipslot cost. [Ultra-Tech p. 216] A subject may not use more chipslots than their IQ/2. It takes 2 seconds to insert a chip and 5 to remove one and insert another. [CYB p.38]. For $5,000, the chip slot has Chip ID [UT2 p.112]


Advantage Chip: CYB p.39, UT2 pp.115-116. Ambidexterity: $10,000. Combat Reflexes: 15,000. Fearlessness: $2,000per level. High Pain Threshold: $10,000. Lightning Calculator: $5,000. Literacy: $10,000 (removes the Semi-literacy or Illiteracy Disadvantages). Strong Will: $4,000. Unfazeable: $15,000)

Bezerker Chip: $2,000. [CYB p.39]

Chameleon Chip: +$2,000 [UT2 p.115]

Dummy Chip. $1,000. [CYB p.39]

Personality Implant: $60,000. [CYB p.39. Need Braintapes to use it]

Physical Control Chips: Amp Chip: $10,000 [CYB p.39]. Clock Chip: $500 [CYB p.39. Eidetic Chip: $2,000 per hour [CYB p.39]. I.D. Chip: $4,000 [UT2 p.115] Incapacity Override: $15,000 [CYB p.39]. Jackhammer [CYB p.41] (Happyhammer $2,000, Headbanger (Legality 1) $20, Harvey Wallbanger $1,000, Nightmare $2,000, Slave (Legality 1) $10,000).

Macho Chip: $2,000. [CYB p.39]

Math Chip: $500 [CYB p.40]

Skill Chip: [CYB p.40] $2,000 per point up to 8 pts. $5,000 per point for chips of 9 to 20. $10,000 per point for chips with more than 20.

Reflex Chip: [CYB p.40] Cost twice as much as Skill Chips. Occupational Chip: Cost is 12x Monthy Salary. Many black market versions. $10,000 Legality 0 for Military Jack Adapter.

Zap Chip: [CYB p.41]. Flawed versions of other chips. Theoretically illegal. Prices vary.

Trip: Cost Varies. Examples are $500, $5,000 and 1 million. [CYB p.41]

Neural Jacks and Cybernetic Links[edit]

Neural Jack[edit]

$5,000 [Ultra-Tech p. 217] A Neural Jack is required for a cybernetic link. The character may have as many links as they like, but only one link can be in use at a time, and the price of additional links is that link’s base price multiplied by the number of links the character will have – for example, a second link costs twice the listed price. A character can upgrade their link by paying the difference between the costs of the two links + $1,000.

Cybernetic Link[edit]

Cybernetic links include:

Body Link (The cost of making the body “interface ready” is included. +1 to Acrobatics, Dancing and Hand to Hand Combat Skills: $5,000: +2 to Acrobatics, Dancing and Hand to Hand Combat Skills: $10,000. +3 to Acrobatics, Dancing and Hand to Hand Combat Skills: $20,000. +4 to Acrobatics, Dancing and Hand to Hand Combat Skills: $40,000

Computer Link: $30,000. Allows the performance of normal computer use at twice the rate. Furthermore, it allows the installation of a Computer Interface for true cyberdecking.

Cyberaxe Link (+1 to Musical Instrument Skills. $1,000: +2 to Musical Instrument Skills. $2,000: +3 to Musical Instrument Skills: $4,000. +4 to Musical Instrument Skills: $8,000)

Tool Link (Requires Bionic Eye. +1 to use mechanical or electronic tools: $5,000. +2 to use mechanical or electronic tools: $10,000. +3 to use mechanical or electronic tools: $20,000. +4 to use mechanical or electronic tools: $40,000)

Vehicle Link (Requires Bionic Eye. +1 to Vehicle Skills: $5,000. +2 to Vehicle Skills: $10,000. +3 to Vehicle Skills: $20,000. +4 to Vehicle Skills: $40,000)

Weapon Link (Requires Bionic Eye and an interfaced weapon. Provides an extra +1 if the weapon is an implant. +1 to guns skill: $5,000. +2 to guns skill: $10,000. +3 to guns skill: $20,000)

Computer Interface: Requires a Neural Jack w/ Computer Link. Marquee Interface: $8,000. Icon Interface: $25,000. Environmental Interface: $50,000. Crude interfaces are cheaper, but tend to have unwanted side-effects, often involving loss of normal sensory input. Some suggested disadvantages and associated price-breaks are as follows. The disadvantages apply even when the subject is jacked into the net, but never interfere with perception of the net itself: Aural: Hard of Hearing -15%, Deafness -25%. Olfactory: No Sense of Taste or Smell -10%. Optic: Mild Static in One Eye for -1 Vision rolls -5%, One Eye -20%, Mild Static Both Eyes for -3 Vision rolls -15%, Bad Sight (Bad Focus) -30%, Blind -60%. Speech Centers: Stuttering-15%, Mute -30%.


Bomb Implant: $500 [Ultra-Tech p. 210]

Hotshot: $10,000. Bio-Tech p. 179.

Paralysis Implant: $4,000, $5,000 or $6,000. [UT2 p.111]

Puppet Implant: $10,000. [Ultra-Tech p. 218]

Puppeteer Jack: $30,000. [UT2 pp.113-114]

Slave Implant: $10,000. [UT2 p.113]

Reflex Triggers[edit]

Installing a reflex trigger edits the character’s reflexes at the cortex level so that certain responses become instinctive. No character may have more than one reflex trigger. Reflex triggers only function when the character is conscious.

Block: $10,000. The character gains +3 to Block and Parry, but -1 to Dodge.

Counterbalance: $15,000. The character gains DR 1 against swinging or crushing damage, is at +4 to resist Knockdown or on any other roll to remain standing on their feet, but is at -4 to Acrobatics, Climbing and the Fall technique.

Dodge: $15,000. The character is at +1 to Dodge but -1 to Block and Parry and -2 to Fastdraw.

Drop: $15,000. Whenever the character chooses to fall to the ground with their arms covering their head, determine their position in the Turn Sequence as if their Move were 1 higher. When the character is surprised or stunned, they may make an IQ roll. On a success, they may fall to the ground with their arms covering their head, even though they could not otherwise have performed an action.

Fastdraw (Left Hemisphere): $15,000. +2 to Fastdraw skills. -1 to Block, Dodge and Parry.

Fastdraw (Right Hemisphere): $15,000. +4 to Fastdraw a weapon from a single specific location on the body. If there is more than one weapon at the location, the weapon that is drawn should be determined randomly. Any attempt to Fastdraw from a different location on the body is instead at -3. The character is at -1 to Block, Dodge and Parry.

Fire: $15,000. Whenever the character chooses to fire a weapon, determine their position in the Turn Sequence as if their Move were 1 higher. The character is at -1 to Block, Dodge, or Parry.

Flee: $20,000. When a character chooses to flee, determine their position in the Turn Sequence as if their Move were 1 higher. If the character is Surprised or Stunned, they may make a Will roll. On a success, they may run for safety, even though they could not otherwise perform an action.

Freefall: $8,000. The character takes half damage from falls and crashes and gets +4 to the Fall technique, but is at -4 to resist Knockdown or any other roll to remain standing on their feet.

Roll: $15,000. Character gains 1 DR against swinging and crushing damage, and takes -1 damage per die in a crash, but is at -4 to resist Knockdown or on any other roll to remain standing on their feet.

Sleepwalker: $20,000. At the instant in which the character falls unconscious, they may make a Will roll. On a success, they will perform a specific simple manual action before they drop. For instance, a character might have a Sleepwalker reflex trigger to press an alarm button, or a Sleepwalker reflex trigger to prime a worn grenade, or a Sleepwalker reflex trigger to pull the plug on a cyberdeck. Any time that the character is working with unfamiliar equipment, or familiar equipment positioned in an unfamiliar manner, the G.M. should assign a penalty to the Will roll. For instance, if the character has a reflex trigger to unplug their cyberdeck, their Will roll would be at -3 if the they wanted to unplug a deck that had fallen to the floor or if they were dealing with a model of deck they don’t usually use, and -6 if both the character and the deck fell to the floor or if the character is dealing with a model of deck they have never seen before. Obviously, the cyberflex does not allow the character to do anything that they don’t know how to do – if you don’t know where your grenade is, you can’t pull the pin, and if it isn’t obvious where the cyberdeck’s power cord plugs in, you can’t unplug it.

Strike: $15,000. When the character is attacking unarmed, or with a melee weapon, their position in the Turn Sequence is calculated as if their Move were 1 higher, they are at +2 to all attack and damage rolls, and at +2 to the Hit Location technique. The character is at -1 to Block, Dodge and Parry.

Hard Reflexes[edit]

$30,000. Synthetic nerves and implanted into the muscle to incline it to move in certain ways, making a task more instinctive. Hard reflexes may be “maxed”, causing the subject to be even better at the task the nerves are set for, but worse at other tasks. An individual may only have one set of hard reflexes, maxed or otherwise.

Balance: Acrobatics +3, Climbing +2, Dancing +3, Jumping +1, Stealth +1, Fall Technique +1.

Dodge: +1 to Dodge.

Drive: +2 to all Driving skills.

Fast-Draw: +2 to all Fast-Draw skills.

Firearms: +2 to a single Guns skill.

Martial Arts Style: +3 to combat skills that are part of a known martial arts style. Styles that are not well known are not likely to be available.

Pilot: +2 to all Pilot skills.

Balance (Maxed): Acrobatics +4, Climbing +3, Dancing +4, Judo +1, Jumping +2, Stealth +2, Wrestling +1, Fall Technique +2. The character is at -1 to hit when using a weapon that weighs more than 1 lb. The character is at -1 to hit when making a swing attack.

Dodge (Maxed): +2 to Dodge. -1 to all combat skills.

Drive (Maxed): +4 to a single Drive skill. All other Drive skills are at -2.

Fast-Draw (Maxed): +4 to all Fast-Draw skills. -1 to all other combat skills. Other cyberware may still give normal bonuses to combat skills (rather than being at half effect due to the -1).

Firearms (Maxed): + 3 to a single Guns skill. -1 to all other Guns skills.

Martial Arts Style (Maxed): +4 to combat skills that are part of a known martial arts style. Styles that are not well known are not likely to be available. In the second after the character recovers from being Surprised, they must make a Will roll to draw a weapon that is not taught in the style.

Pilot (Maxed): +4 to a single Pilot skill. All other Pilot skills are at -2.



$20,000. A dreamcaster projects games into the subject’s dreams. Some dreamcaster games hone real-world skills. A character with a dreamcaster may name a single skill to improve. After 60 hours of sleep and a successful IQ roll, the skill is at +1 (maximum +1). The skill bonus is lost as soon as the subject dreams about something else. It is impossible to have more than one functioning dreamcaster implant. Hackers sometimes target dreamcasters with viruses, knowing that they can potentially cause great psychological damage. Games that teach the Hacking skill are a particularly favorite target for viruses.

Dreamcaster programs are usually free (the publishers fund themselves by selling ad space in the game). However, if the subject cannot access the internet to download new content, they will temporarily lose 1 IQ every two nights. Once the character has managed to connect to the internet again, the IQ will return at half the rate it was lost. A dreamcaster may not be switched off without surgery to disable it.

Dreamcasters come in a variety of makes. Most games are available for all systems, although some systems suit them better than others. Available makes include:

Generic: The generic dreamcaster will have a namebrand, but will have the same capacities as another generic dreamcaster.

Arcadia: Artistic skills may be dreamed up to a maximum of +3. The subject gains ten or more points of mental disadvantages. Appropriate disadvantages should reflect a disconnection from reality, so mental illness would be appropriate, for example, but not Codes of Honor.

Bushi: Combat skills may be dreamed up to maximum of +2. The subject gains the Nightmares disadvantage.

Oracle: Mental skills may be dreamed up to a maximum of +2. The subject gains the Migraines disadvantage.

Phantom: Computer skills may be dreamed up to a maximum of +2. The subject gains -1 to all social skills.

Zeon: Physical skills may be dreamed up to a maximum of +2. The subject is at -1 IQ.