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Paradise City:Cyberware Catalog
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==Weapons== [[Image:Rept-demon.jpg]] 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.
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