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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.
 
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.
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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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==Fashionware==
 
==Fashionware==
 
(There is never a price break for obvious fashionware, since fashionware is meant to be seen)
 
(There is never a price break for obvious fashionware, since fashionware is meant to be seen)
 +
 +
[[Image:195078fkNJ_w.jpg]]
  
 
Altered Height:  $8,000 per inch.  Bio-Tech p. 170.
 
Altered Height:  $8,000 per inch.  Bio-Tech p. 170.
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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  
 +
 
 +
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==
 
==Bionic Body==
 +
 +
[[Image:Cyborg1.jpg]]
  
 
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.  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).  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==
 
==Weapons==
 
[[Image:Rept-demon.jpg]]
 
  
 
Brass Knuckles:  $150 per hand.  +1 punching damage.
 
Brass Knuckles:  $150 per hand.  +1 punching damage.
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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==
 
==Armor==
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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==
 
==Senses==
 
[[Image:250px-Closeup_of_an_blue-green_human_eye.jpg]]
 
  
 
===Eyes===
 
===Eyes===
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Video Reception:  $25,000.  [UT2, p.109]
 
Video Reception:  $25,000.  [UT2, p.109]
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===Ears===
 
===Ears===
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Volume Cutout:  $10,000.  [CYB p.37]
 
Volume Cutout:  $10,000.  [CYB p.37]
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===Other Senses===
 
===Other Senses===
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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==
 
==Communications==
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Whistler Implant:  $10,000.  [UT2 p.107]
 
Whistler Implant:  $10,000.  [UT2 p.107]
 +
  
 
==Faster==
 
==Faster==
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Stimulant Feed:  $9,000.  +1 Basic Speed, , Insomniac (15), Light Sleeper.
 
Stimulant Feed:  $9,000.  +1 Basic Speed, , Insomniac (15), Light Sleeper.
 +
  
 
==More Agile==
 
==More Agile==
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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.
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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.
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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==
 
==Stronger==
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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==
 
==Smarter==
 +
 +
[[Image:Cyborg20120big.jpg]]
  
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
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Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
 
Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
  
==Healthier==
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 +
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:  $30,000Allows the performance of normal computer use at twice the rate.  Furthermore, it allows the installation of a Computer Interface for true cyberdecking.
+
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)
+
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)
+
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)
+
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)
+
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==
+
Computer Interface:  Var.  Requires an Interface 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:  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%.
 +
 
 +
 
 +
 
 +
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 752:
 
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]]
 
 
$20,000.  A dreamcaster projects games into the subject’s dreams.  Some dreamcaster games hone real-world skills.  A character with a dreamcaster may name a single skill to improve.  After 60 hours of sleep and a successful IQ roll, the skill is at +1 (maximum +1).  The skill bonus is lost as soon as the subject dreams about something else.  It is impossible to have more than one functioning dreamcaster implant.  Hackers sometimes target dreamcasters with viruses, knowing that they can potentially cause great psychological damage. Games that teach the Hacking skill are a particularly favorite target for viruses.
 
  
Dreamcaster programs are usually free (the publishers fund themselves by selling ad space in the game)However, if the subject cannot access the internet to download new content, they will temporarily lose 1 IQ every two nights. Once the character has managed to connect to the internet again, the IQ will return at half the rate it was lost.  A dreamcaster may not be switched off without surgery to disable it.
+
22DREAMCASTER $20,000
  
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:
+
          A dreamcaster projects games into the subject’s dreams.  Some dreamcaster games hone real-world skills.  A character with a dreamcaster may name a single skill to improve.  After 60 hours of sleep and a successful IQ roll, the skill is at +1 (maximum +1).  The skill bonus is lost as soon as the subject dreams about something else.  It is impossible to have more than one functioning dreamcaster implant.  Hackers sometimes target dreamcasters with viruses, knowing that they can potentially cause great psychological damage. Games that teach the Hacking skill are a particularly favorite target for viruses.
 +
          Dreamcaster programs are usually free (the publishers fund themselves by selling ad space in the game).  However, if the subject cannot access the internet to download new content, they will temporarily lose 1 IQ every two nights.  Once the character has managed to connect to the internet again, the IQ will return at half the rate it was lost.  A dreamcaster may not be switched off without surgery to disable it.
 +
          Dreamcasters come in a variety of makes.  Most games are available for all systems, although some systems suit them better than others.  Available makes include:
  
 
Generic:  The generic dreamcaster will have a namebrand, but will have the same capacities as another generic dreamcaster.
 
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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