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Paradise City:Cyberware Catalog
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=RULES= ==Pricing== 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 β 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== 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 β 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 β two items of cyberware that each provide Combat Reflexes will only give one set of Combat Reflexes bonuses. ==Disadvantage Stacking Rule== 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== 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 β 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 β the Aggression Booster would need to be removed. ==The Speed Limit== 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 attackerβs 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.
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