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PARADISE CITY CYBERWARE CATALOG
 
 
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.
 
  
 
=RULES=
 
=RULES=
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Appearance:  Special – see below.
 
Appearance:  Special – see below.
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==Appearance==
 
==Appearance==
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For a more complete discussion of the social ramifications of cyberware, see '''Introduction to Paradise City''' [http://wiki.rpg.net/index.php/Paradise_City:Introduction_to_Paradise_City]
 
For a more complete discussion of the social ramifications of cyberware, see '''Introduction to Paradise City''' [http://wiki.rpg.net/index.php/Paradise_City:Introduction_to_Paradise_City]
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=CYBERWARE=
 
=CYBERWARE=
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Eros Plus:  $5,000.  Heightened sensitivity.  Bio-Tech p. 171.
 
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).
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Extreme Sexual Dimorphism:  $5,000.  Bio-Tech p. 170. +1 Sex Appeal and  
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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.
 
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.
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Wearman:  $1,000.  This music system plays by causing vibrations in the character’s bones.  The sound can only be heard by the character.
 
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==
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2.  BONIC BODY
  
 
Full Cyborg Body:  $250,000.  See GURPS Cyberpunk p.32 or GURPS Robots.
 
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%.
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Bionic Hand:  $10,000.  ST +1, DR 2.  Ultra-Tech p. 209.  Raising ST by 1 costs $4,000, up to +3.    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.
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          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.
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Bionic Arm:  $20,000.  ST +2, DR 2.  Ultra-Tech p. 209.  The arm includes a bionic hand.  Raising ST by 1 costs $10,000, up to +4.  Raising DX by 1 raises the price by $225,000.  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).
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          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.
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Bionic Leg:  $20,000.  Ultra-Tech p. 209.  ST +2, DR 3.  With 2 legs, gain Basic Move +1, Super Jump 1.
  
 
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.
 
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.
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Limb Replacement Transplants:  Varies.  “Non-human” limbs available.  See Bio-Tech p. 175.
 
Limb Replacement Transplants:  Varies.  “Non-human” limbs available.  See Bio-Tech p. 175.
  
==Weapons==
 
  
[[Image:Rept-demon.jpg]]
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3. WEAPONS
  
 
Brass Knuckles:  $150 per hand.  +1 punching damage.
 
Brass Knuckles:  $150 per hand.  +1 punching damage.
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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).
 
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.
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Cranial Implants:  See UT2, p. 105]
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          Deadeye. $8,000.
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          Eyebite.  $10,000.
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          Headbanger.  $12,000.
  
 
Cyberfangs:  $1,000 or $3,000 if retractable.  See UT2, p.100.  May have a Poison Reservoir.
 
Cyberfangs:  $1,000 or $3,000 if retractable.  See UT2, p.100.  May have a Poison Reservoir.
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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.
 
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.)
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Finger Implants:  See UT2, p.103.
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          Bomb.  $2,000.
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          Rocket.  $2,000.
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          Scalpel.  $1,600.
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          Scissors.  $500.
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          Sprayer.  $500.
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          Combat Wire$200.
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          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.
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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.  
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  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.
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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.
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  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.
 
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.
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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.
 
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.
  
==Armor==
 
  
Modifications
 
  
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4.  ARMOR
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MODIFICATIONS:
 
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.
 
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.
 
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.
 
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.
 
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.
  
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Subdermal Plates:  $100,000.  [Ultra-Tech p. 211 as Subdermal Armor].  DR 8 vs piercing and cutting, DR 4 otherwise, Tough Skin Limitation.
 
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.
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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.  
  
==Senses==
 
  
[[Image:250px-Closeup_of_an_blue-green_human_eye.jpg]]
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5. SENSES
  
===Eyes===
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5.1  EYES
  
 
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.
 
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.)
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Acute Vision  [CYB p.35]
 
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  +1  $2,000.
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  +2  $4,000.
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  +3  $10,000.
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  +4  $20,000.
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  +5  $40,000.
 
Argus Sensor:  $95,000.  [UT2 p.99]
 
Argus Sensor:  $95,000.  [UT2 p.99]
 
 
Bug Detector:  $20,000.  [CYB p.98]
 
Bug Detector:  $20,000.  [CYB p.98]
 
 
Depth Gauge:  $200   
 
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]
 
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]
 
Eyesnake:  $45,000.  [UT2 p.106]
 
 
Hypervision:  $20,000.  [UT2 p.99]
 
Hypervision:  $20,000.  [UT2 p.99]
 
 
GPS:  $2,000.  Gives Absolute Direction (3D Spatial Sense).  Limitation: Requires Signal.
 
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]
 
Implant Video Comm:  $1,000.  Implanted communicator is spliced into the optic nerve.  [Ultra-Tech, p. 211]
 
 
Independent Focus:  $20,000.  [UT2, p.98]
 
Independent Focus:  $20,000.  [UT2, p.98]
 
 
Inertial Compass:  $5,000.  Gives Absolute Direction (3D Spatial Sense).
 
Inertial Compass:  $5,000.  Gives Absolute Direction (3D Spatial Sense).
 
 
Internal Compass:  $1,000.  Gives Absolute Direction (5 pts).
 
Internal Compass:  $1,000.  Gives Absolute Direction (5 pts).
 
 
Internal Clock:  $1,000.  Gives Absolute Timing.
 
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.
 
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.
 
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]
 
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 Readout:  $5,000.  [UT2, p.99]
 
 
Optic Remote:  $500.  [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.
 
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.
 
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Polarization:  $4,000.  [CYB p.35]
Polarization:  $2,000.  [CYB p.35]
 
 
 
 
Radar:  $100,000.  [CYB p.37]
 
Radar:  $100,000.  [CYB p.37]
 
 
Retinaprint:  $50,000.  [UT2 p.99]
 
Retinaprint:  $50,000.  [UT2 p.99]
 
 
Seismic Detector:  $20,000.  Motion detection, including footfalls.
 
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.
 
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]
 
Thermagraphic Vision:  $10,000.  Gives the Infravision advantage.  [CYB p.36]
 
 
Ultraviolet Vision:  $20,000.  [UT2, p.99]
 
Ultraviolet Vision:  $20,000.  [UT2, p.99]
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Video Reception:  $25,000.  [UT2, p.109]
  
Video Reception:  $25,000.  [UT2, p.109]
 
  
===Ears===
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5.2  EARS
  
 
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.
 
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.
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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.
 
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.
 
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.
 
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]
 
Parabolic Hearing:  $5,000 per level.  [CYB p.36]
 
 
Radio Reception:  $1,000.  [Ultra-Tech p. 211 as Implant Radio]
 
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.
 
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.  
 
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, ]
 
Subsonics:  $10,000.  [CY p.37]  A subsonic broadcaster is $20,000, ]
 
 
Ultrasonics:  $10,000.  [CYB p.37]  An ultrasonic broadcaster is $20,000.
 
Ultrasonics:  $10,000.  [CYB p.37]  An ultrasonic broadcaster is $20,000.
 
 
Volume Cutout:  $10,000.  [CYB p.37]
 
Volume Cutout:  $10,000.  [CYB p.37]
  
===Other Senses===
 
  
 +
5.3  OTHER SENSES
 
Braintap:  $10,000.  Allows experiences to be recorded.  For $20,000, the Braintap is Wireless.  [Ultra-Tech p. 215]
 
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.
 
Cybernose:  $20,000.  See UT2, p. 106.
 
 
Cybertongue:  $30,000.  Gives the Discriminatory Taste advantage.
 
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.
 
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.
 
Nerve Boosters:  $10,000.  Gives Sensitive Touch for both hands, +1 Perception, Low Pain Threshold.
 
 
New Sensory Input:  Var.  [CYB p.37]
 
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]
 
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]
  
Tactpads:  $10,000.  [UT2 p97.  Gives the Sensitive Touch advantage.  Only possible on hands]
 
  
==Communications==
+
6.  COMMUNICATIONS
  
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.
+
          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.
 
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].  Broadcast requires radio reception.
Broadcast:  $15,000.  [CYB p.37].  Requires radio reception.
 
 
 
 
Cellular Link:  $500.  [CYB p.37]
 
Cellular Link:  $500.  [CYB p.37]
 
 
Dataplay Socket:  $800.  [UT2 p.106]
 
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.
 
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]
 
Speakers:  $5,000.  [CYB p.38]
 
 
Subsonic Vocal Range:  $6,000.  This is a limited whistler implant, as described in GURPS Cyberpunk.
 
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.
 
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.
 
Ultrasonic Vocal Range:  $7,000.  This is a limited whistler implant, as described in GURPS Cyberpunk.
 
 
Whistler Implant:  $10,000.  [UT2 p.107]
 
Whistler Implant:  $10,000.  [UT2 p.107]
  
==Faster==
 
  
 +
7.  FASTER
 
Accelerated Reflexes:  $150,000.  Extra Attack 1.  [Ultra-Tech p. 212]  
 
Accelerated Reflexes:  $150,000.  Extra Attack 1.  [Ultra-Tech p. 212]  
 
 
Adjustable Heart:  $10,000 / $20,000.  [UT2 p.105]
 
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 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.
 
Adrenal Stimulator:  $10,000.  +1 Basic Speed, -1 HT.
 
 
Bonecores:  $10,000.  +1 Basic Speed.  -2 Hit Points.
 
Bonecores:  $10,000.  +1 Basic Speed.  -2 Hit Points.
 
 
Bonehives:  $20,000.  +1 Basic Speed.  Gives the Fragile Disadvantage.
 
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.
 
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, 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, 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.
 
Cyberflex, Run:  $2,000 / $5,000 / $10,000 for +2 / +4 / +6 to the Running skill.
 
 
Disinhibiter:  $15,000.  +1 Basic Speed.  -2 Will.
 
Disinhibiter:  $15,000.  +1 Basic Speed.  -2 Will.
 
 
Fast-Twitch Muscle Therapy:  $20,000.  +1 Basic Speed.  -1 ST.
 
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 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).
 
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.
 
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.
 
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.
 
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]
 
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.
 
Schwartzwald Augmentation:  $500,000.  Altered Time Rate.
 
 
Speedware:  $12,500 per level, up to 16 levels.  +0.25 Basic Speed.
 
Speedware:  $12,500 per level, up to 16 levels.  +0.25 Basic Speed.
 
 
Stimulant Feed:  $9,000.  +1 Basic Speed, , Insomniac (15), Light Sleeper.
 
Stimulant Feed:  $9,000.  +1 Basic Speed, , Insomniac (15), Light Sleeper.
  
==More Agile==
 
  
 +
8.  MORE AGILE
 
Ankle Suspension:  $15,000 for both.  Acrobatics +1, Jumping +1, Running +1, Stealth +2.  Ankle suspension in one ankle will do nothing.
 
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.
 
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.
 
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, 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.
 
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.
 
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.
 
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.
 
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.
 
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.
 
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).
 
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.
 
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.
 
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.
 
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.
 
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.
 
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.
  
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.
 
  
==Stronger==
+
9.  STRONGER
  
 
Accelerated Metabolism:  $5,000.  Gives ST +1, Gluttony.
 
Accelerated Metabolism:  $5,000.  Gives ST +1, Gluttony.
 
 
Aggression Booster:  $5,000.  Gives ST +2, High Pain Threshold, Bad Temper.
 
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.
 
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.
 
Growth Treatment:  $10,000.  Gives +4 ST, Gigantism.
 
 
Higher-Brain Override:  $5,000.  +2 ST, -1 IQ, +2 Hit Points, High Pain Threshold.
 
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.
 
Hyper-Generative Muscle Treatment:  $2,000.  +4 ST, -1 DX.
 
 
Load-Bearing Frame:  $10,000.  4 levels of Lifting Strength, +1 Judo, +1 Wrestling.
 
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 Bonds:  $15,000.  +1 ST, Gives 3 Extra Hit Points.
 
 
Muscle Grafts:  $7,000 per +1 to ST, up to +6.
 
Muscle Grafts:  $7,000 per +1 to ST, up to +6.
 
 
Slow-Twitch Muscle Therapy:  $10,000.  +4 to ST.  -1 to Basic Speed, .
 
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).
  
Streamlined Digestion:  $5,000.  Gives +1 ST, +1 HT, Delicate Metabolism (-20 point version).
 
  
==Smarter==
+
10.  SMARTER
  
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
 
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.
 
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).
 
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.
 
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.
 
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]
 
Computer Implant:  $15,000.  [Ultra-Tech p. 215]
 
 
Crystal Drive:  $300,000.  +1 IQ.  Requires Neural Drive.
 
Crystal Drive:  $300,000.  +1 IQ.  Requires Neural Drive.
 
 
Cortex Golem:  $10,000.  10 cp in IQ and a Mild Neurological Disorder.
 
Cortex Golem:  $10,000.  10 cp in IQ and a Mild Neurological Disorder.
 
 
Cortex Vault:  $10,000.  UT2 p.112.
 
Cortex Vault:  $10,000.  UT2 p.112.
 
 
Cortex Web:  $50,000.  Requires Synthetic Hippocampus.  Gives Eidetic Memory (Photographic Memory).
 
Cortex Web:  $50,000.  Requires Synthetic Hippocampus.  Gives Eidetic Memory (Photographic Memory).
 
 
Cybercypher:  $25,000.  Gives Lightning Calculator (the 2 point version).
 
Cybercypher:  $25,000.  Gives Lightning Calculator (the 2 point version).
 
Full Neural Processor:  $100,000.  Gives Intuitive Mathematician (5 points Lightning Calculator).  Requires Cybercypher.
 
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.
 
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).
 
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 Co-Processor:  $50,000.  Gives Mathematical Ability.
 
 
Neural Drive:  $150,000.  Gives IQ +1.
 
Neural Drive:  $150,000.  Gives IQ +1.
 
 
Neural Superconductors:  $20,000.  Gives 10 cp in IQ, Epilepsy.
 
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.
 
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.
 
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.
 
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.
 
Support Priority, Brain:  $60,000.  Gives 10 cp in IQ, Susceptibility to Poison, Very Unfit.
 
 
Sylvian Fissure Knit:  $100,000.  Gives Language Talent.
 
Sylvian Fissure Knit:  $100,000.  Gives Language Talent.
 
 
Synthetic Hippocampus:  $25,000.  Gives Eidetic Memory (5 pts).
 
Synthetic Hippocampus:  $25,000.  Gives Eidetic Memory (5 pts).
 +
Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
  
Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
 
  
==Healthier==
+
11.  HEALTHIER
  
 
Adrenal Dams:  $5,000 per level.  Gives 1 Extra Fatigue per level up to five levels.
 
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]
 
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 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.
 
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.
 
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.
 
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.
 
Bronchial Streamlining:  $15,000.  Breath-Holding 1, FP +2.  Bio-Tech p. 174 as Hyper-Lung.
 
 
Coagulant Glands:  $25,000.  Gives Rapid Healing.
 
Coagulant Glands:  $25,000.  Gives Rapid Healing.
 
 
Gene Hardening:  $40,000.  +1 HT, +3 Fatigue, 20 points worth or Radiation Tolerance.
 
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.
 
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.
 
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.
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.
 
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.  
 
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.
 
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.
  
Synthetic Antibodies:  $20,000.  +1 HT, +2 to resist drugs and poisons, immune to normal infections.
 
  
==Tough in Body==
+
12.  TOUGH IN BODY
  
 
Acceleration Hardening:  $25,000.  Gives Acceleration Tolerance.
 
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.
 
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.
 
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.
 
Artery Dams:  $20,000.  Gives two levels of Hard to Kill.
 
 
Backup Heart:  $30,000.  Gives three levels of Hard to Kill, +5 Fatigue.
 
Backup Heart:  $30,000.  Gives three levels of Hard to Kill, +5 Fatigue.
 
 
Bionic Liver:  $20,000.  Gives Cyberliver, UT2 p.101.
 
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).
 
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.
 
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.
 
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.
 
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 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.
 
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].
 
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.
 
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.
 
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.
 
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]
 
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).
 
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.
 
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.
 
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.
 
Steelbone Implants:  $40,000.  Gives the Hypertough Skeleton advantage.  Basic Speed -1.
 
 
Stim Glands:  $20,000.  Gives Recovery advantage.
 
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.
 
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.
 
Tri-Chambered Heart:  $30,000.  +2 to resist drugs and poisons.  Gives Extra Hit Points equal to HT/2.
  
==Tough in Mind==
 
  
 +
13.  TOUGH IN MIND
 
Adrenal Cutouts:  $5,000 per level.  Each level gives +1 vs. fright checks as per Fearlessness.
 
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.
 
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.
 
Fear Block:  $5,000.  Gives +4 Strong Will, Overconfidence.
 
+
Pain Editor:  $20,000.  Gives the High Pain-Threshold advantage.  For half price, the pain editor is “cheap” and will prevent the subject from feeling pain at all.
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.
 
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.
 
Sedative Glands:  $5,000.  Gives High Pain Threshold, +1 Hit Point, Fearlessness 2, Perception -2.
  
==Life Support==
 
 
[[Image:195B15D.jpg]]
 
  
 +
14.  LIFE SUPPORT
 
Airtight Seal:  $50,000 or $125,000.  [CYB p.33]
 
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.
 
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]
 
Biomonitor:  $1,000.  [UT, p.218]
 
 
Bionic Kidneys:  $10,000.  Gives the Reduced Life Support Advantage - Requires half as much water.
 
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.
 
Coolant System:  $5,000 per level.  Gives the Temperature Tolerance advantage for heat.
 
 
Digital Webbing:  $5,000.  Gives the Amphibious Advantage.
 
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.
 
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.
 
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]
 
Gills:  $20,000.  [Ultra-Tech p. 213 as Gill Implant]
 
 
Internal Oxygen Supply:  $7,000 per hr.  [CYB p.35]
 
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.
 
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.
 
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.
 
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.
 
Vascular Heater:  $5,000.  Gives the Temperature Tolerance advantage for cold.
  
==Covert Operations==
 
  
 +
15.  COVERT OPERATIONS
 
Audio Dampning:  $15,000 per level.  [UT2, p.107]
 
Audio Dampning:  $15,000 per level.  [UT2, p.107]
 
 
Elastic Face:  $100,000  [UT2, p.106]
 
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.
 
Extra Joints:  $3,000 per limb.  [UT2, p.100] Gives a +1 to Escape per limb, among other uses.
 
+
Finger Implants:  [UT2, p.103]
Finger Implants:  [UT2, p.103].  (Burglar $3,000. Heater $3,000. Chiller $3,000. Flasher $3,000: Scalpel: $1,600  Scissors: $500. Sprayer: $500)
+
  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.
 
Fingerprint Removal:  $1,000.  Bio-Tech p. 171.
 
+
Flesh Holster:   
Flesh Holster:  (Limb up to 3 lb: $800 per lb, torso: $500 per lb, head up to 4 oz: $500 per oz).
+
  Limb up to 3 lb$800 per lb
 
+
  Torso up to $500 per lb, 2 pts per lb.  Max up to G.M..
 +
  Head up to 4 oz$500 and 1 pt 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.
 
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.
 
+
Hydraulic Cushioning System:  $20,000.  Gives Catfall.
 
Memory Flesh:  $30,000.  Allows you to shift between 2 sets of facial and bodily features.  [Ultra-Tech p. 211]
 
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.
 
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]
 
Slickskin:  $20,000.  Gain Slippery 3.  [Ultra-Tech p. 214]
 
 
Variskin:  $20,000.  [Ultra-Tech p. 213]
 
Variskin:  $20,000.  [Ultra-Tech p. 213]
  
==Sexual Implants==
 
  
 +
16.  SEXUAL IMPLANTS
 
Contraceptive Implant:  $1,000.  Good for 5 years.
 
Contraceptive Implant:  $1,000.  Good for 5 years.
 
 
Pheromone Glands:  $15,000.  Gives +3 to Sex Appeal.
 
Pheromone Glands:  $15,000.  Gives +3 to Sex Appeal.
 
 
Sexual Implant:  $3,000.  Guess.
 
Sexual Implant:  $3,000.  Guess.
  
==Chip Slots and Chips==
 
  
===Chip Slots===
+
17.  CHIP SLOTS
  
First:  $5,000Second:  $10,000Third:  $20,000Fourth:  $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]
+
Chip Slot
 +
First:  $5,000
 +
Second:  $10,000
 +
Third:  $20,000
 +
Fourth:  $40,000
 +
Fifth: $80,000
 +
Sixth or more: $160,000
  
===Chips===
+
          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)
+
CHIPS
 +
Chameleon Chip:  +$2,000  [UT2 p.115]
  
 +
PERSONALITY CHIPS
 +
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.
 +
  Strong Will  $4,000.
 +
  Unfazeable  $15,000.
 
Bezerker Chip:  $2,000.  [CYB p.39]
 
Bezerker Chip:  $2,000.  [CYB p.39]
 
Chameleon Chip:  +$2,000  [UT2 p.115]
 
 
 
Dummy Chip.  $1,000.  [CYB p.39]
 
Dummy Chip.  $1,000.  [CYB p.39]
 
 
Personality Implant:  $60,000.  [CYB p.39.  Need Braintapes to use it]  
 
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.39Eidetic Chip: $2,000 per hour [CYB p.39]I.D. Chip: $4,000 [UT2 p.115]
+
PHYSICAL CONTROL CHIPS
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).
+
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)  
 +
  Harvey Wallbanger  $1,000.
 +
  Nightmare  $2,000.
 +
  Slave (Legality 1) $10,000.
 
Macho Chip:  $2,000.  [CYB p.39]
 
Macho Chip:  $2,000.  [CYB p.39]
 
 
Math Chip:  $500  [CYB p.40]
 
Math Chip:  $500  [CYB p.40]
 
+
Skill Chip:  [U, 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.
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.
 
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.
 
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.
 
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]
 
Trip:  Cost Varies.  Examples are $500, $5,000 and 1 million. [CYB p.41]
  
==Neural Jacks and Cybernetic Links==
 
  
===Neural Jack===
+
18.  INTERFACE JACKS
  
$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.
+
Neural Jack:  $5,000   [Ultra-Tech p. 217]
 +
  An Interface 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===
 
  
 +
Cybernetic Link:  Var.
 
Cybernetic links include:
 
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
+
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 Link$30,000Allows the performance of normal computer use at twice the rate.  Furthermore, it allows the installation of a Computer Interface for true cyberdecking.
+
Computer InterfaceVarRequires an Interface Jack w/ Computer Link.
  
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)
+
Marquee Interface.  $8,000
 +
Icon Interface.  $25,000
 +
Environmental Interface. $50,000
  
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)
+
  Crude interfaces are cheaper, but tend to have unwanted side-effects, often involving loss of normal sensory inputSome suggested disadvantages and associated price-breaks are as followsThe disadvantages apply even when the subject is jacked into the net, but never interfere with perception of the net itself:
  
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)
+
    Aural:
 +
          Hard of Hearing:  Price -15%.
 +
          Deafness:  Price -25%.
 +
    Olfactory:
 +
                No Sense of Taste or Smell: Price -10%.
 +
    Optic:
 +
        Mild Static in One Eye, -1 Vision rolls: Price -5%.
 +
        One Eye:  Price -20%.
 +
        Mild Static Both Eyes, -3 Vision rolls: Price -15%.
 +
        Bad Focus, 2 Bad Sight: Price -30%.
 +
        Blind: Price -60%.
 +
    Speech Centers:
 +
        Stuttering: Price -15%.
 +
        Mute: Price -30%.
  
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%.
 
  
==Curseware==
+
19.  CURSEWARE
  
 
Bomb Implant:  $500  [Ultra-Tech p. 210]
 
Bomb Implant:  $500  [Ultra-Tech p. 210]
 
 
Hotshot:  $10,000.  Bio-Tech p. 179.
 
Hotshot:  $10,000.  Bio-Tech p. 179.
 
 
Paralysis Implant:  $4,000, $5,000 or $6,000.  [UT2 p.111]
 
Paralysis Implant:  $4,000, $5,000 or $6,000.  [UT2 p.111]
 
 
Puppet Implant:  $10,000.  [Ultra-Tech p. 218]
 
Puppet Implant:  $10,000.  [Ultra-Tech p. 218]
 +
Puppeteer Jack:  $30,000.  [UT2 pp.113-114]
 +
Slave Implant:  $10,000.  [UT2 p.113]
  
Puppeteer Jack:  $30,000.  [UT2 pp.113-114]
 
  
Slave Implant:  $10,000.  [UT2 p.113]
 
  
==Reflex Triggers==
+
20.  REFLEX TRIGGERS
  
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.
+
          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.
 
Block:  $10,000.  The character gains +3 to Block and Parry, but -1 to Dodge.
Line 738: Line 641:
 
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.
 
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==
 
  
$30,000Synthetic 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.
+
21.  HARD REFLEXES:  $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.
 
Balance:  Acrobatics +3, Climbing +2, Dancing +3, Jumping +1, Stealth +1, Fall Technique +1.
 
 
Dodge:  +1 to Dodge.
 
Dodge:  +1 to Dodge.
 
 
Drive:  +2 to all Driving skills.
 
Drive:  +2 to all Driving skills.
 
 
Fast-Draw:  +2 to all Fast-Draw skills.
 
Fast-Draw:  +2 to all Fast-Draw skills.
 
 
Firearms:  +2 to a single Guns skill.
 
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.
 
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.
 
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.
 
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.
 
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.
 
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).
 
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.
 
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.
 
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.
 
Pilot (Maxed):  +4 to a single Pilot skill.  All other Pilot skills are at -2.
  
==Dreamcaster==
 
  
[[Image:Dreamscape.jpg]]
+
22. DREAMCASTER  $20,000
  
$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.
+
          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.
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:
 
 
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.
 
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.
 
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.
 
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.
 
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.
 
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.
 
Zeon:  Physical skills may be dreamed up to a maximum of +2.  The subject is at -1 IQ.

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